Method and apparatus for advertising on a mobile gaming device

ABSTRACT

In various embodiments, promotions are featured on mobile gaming devices. Data based on which a first promotion associated with a first advertiser may be displayed on a mobile gaming device. The data may include a first set of criteria identifying when the first promotion should be displayed.

CROSS-REFERENCE TO RELATED APPLICATIONS

This patent application is a continuation of U.S. patent applicationSer. No. 15/909,674 filed Mar. 1, 2018 which is a continuation of Ser.No. 14/231,398 filed Mar. 31, 2014 (now U.S. Pat. No. 9,940,643 issuedon Apr. 18, 2018), which is a continuation of Ser. No. 12/147,005 filedFeb. 13, 2009 (now U.S. Pat. No. 8,688,517 issued on Apr. 1, 2009), allof which are hereby incorporated by reference herein in their entirety.

BRIEF DESCRIPTION OF THE FIGURES

FIG. 1 shows a system according to some embodiments.

FIG. 2 shows a mobile gaming device according to some embodiments.

FIG. 3 shows a gaming device according to some embodiments.

FIG. 4 shows a casino server according to some embodiments.

FIG. 5 shows a point of sale terminal according to some embodiments.

FIG. 6 shows a mobile gaming device according to some embodiments.

DETAILED DESCRIPTION Guidelines for Interpreting the Present Application

The following sections I-X provide a guide to interpreting the presentapplication.

I. Terms

The term “product” means any machine, manufacture and/or composition ofmatter, unless expressly specified otherwise.

The term “process” means any process, algorithm, method or the like,unless expressly specified otherwise.

Each process (whether called a method, algorithm or otherwise)inherently includes one or more steps, and therefore all references to a“step” or “steps” of a process have an inherent antecedent basis in themere recitation of the term ‘process’ or a like term. Accordingly, anyreference in a claim to a ‘step’ or ‘steps’ of a process has sufficientantecedent basis.

The term “invention” and the like mean “the one or more inventionsdisclosed in this application”, unless expressly specified otherwise.

The terms “an embodiment”, “embodiment”, “embodiments”, “theembodiment”, “the embodiments”, “one or more embodiments”, “someembodiments”, “certain embodiments”, “one embodiment”, “anotherembodiment” and the like mean “one or more (but not all) embodiments ofthe disclosed invention(s)”, unless expressly specified otherwise.

The term “variation” of an invention means an embodiment of theinvention, unless expressly specified otherwise.

A reference to “another embodiment” in describing an embodiment does notimply that the referenced embodiment is mutually exclusive with anotherembodiment (e.g., an embodiment described before the referencedembodiment), unless expressly specified otherwise.

The terms “including”, “comprising” and variations thereof mean“including but not limited to”, unless expressly specified otherwise.

The terms “a”, “an” and “the” mean “one or more”, unless expresslyspecified otherwise.

The term “plurality” means “two or more”, unless expressly specifiedotherwise.

The term “herein” means “in the present application, including anythingwhich may be incorporated by reference”, unless expressly specifiedotherwise.

The phrase “at least one of”, when such phrase modifies a plurality ofthings (such as an enumerated list of things) means any combination ofone or more of those things, unless expressly specified otherwise. Forexample, the phrase “at least one of a widget, a car and a wheel” meanseither (i) a widget, (ii) a car, (iii) a wheel, (iv) a widget and a car,(v) a widget and a wheel, (vi) a car and a wheel, or (vii) a widget, acar and a wheel. The phrase “at least one of”, when such phrase modifiesa plurality of things does not mean “one of each of” the plurality ofthings.

Numerical terms such as “one”, “two”, etc. when used as cardinal numbersto indicate quantity of something (e.g., one widget, two widgets), meanthe quantity indicated by that numerical term, but do not mean at leastthe quantity indicated by that numerical term. For example, the phrase“one widget” does not mean “at least one widget”, and therefore thephrase “one widget” does not cover, e.g., two widgets.

The phrase “based on” does not mean “based only on”, unless expresslyspecified otherwise. In other words, the phrase “based on” describesboth “based only on” and “based at least on”. The phrase “based at leaston” is equivalent to the phrase “based at least in part on”.

The term “represent” and like terms are not exclusive, unless expresslyspecified otherwise. For example, the term “represents” do not mean“represents only”, unless expressly specified otherwise. In other words,the phrase “the data represents a credit card number” describes both“the data represents only a credit card number” and “the data representsa credit card number and the data also represents something else”.

The term “whereby” is used herein only to precede a clause or other setof words that express only the intended result, objective or consequenceof something that is previously and explicitly recited. Thus, when theterm “whereby” is used in a claim, the clause or other words that theterm “whereby” modifies do not establish specific further limitations ofthe claim or otherwise restricts the meaning or scope of the claim.

The term “e.g.” and like terms mean “for example”, and thus does notlimit the term or phrase it explains. For example, in the sentence “thecomputer sends data (e.g., instructions, a data structure) over theInternet”, the term “e.g.” explains that “instructions” are an exampleof “data” that the computer may send over the Internet, and alsoexplains that “a data structure” is an example of “data” that thecomputer may send over the Internet. However, both “instructions” and “adata structure” are merely examples of “data”, and other things besides“instructions” and “a data structure” can be “data”.

The term “respective” and like terms mean “taken individually”. Thus iftwo or more things have “respective” characteristics, then each suchthing has its own characteristic, and these characteristics can bedifferent from each other but need not be. For example, the phrase “eachof two machines has a respective function” means that the first suchmachine has a function and the second such machine has a function aswell. The function of the first machine may or may not be the same asthe function of the second machine.

The term “i.e.” and like terms mean “that is”, and thus limits the termor phrase it explains. For example, in the sentence “the computer sendsdata (i.e., instructions) over the Internet”, the term “i.e.” explainsthat “instructions” are the “data” that the computer sends over theInternet.

Any given numerical range shall include whole and fractions of numberswithin the range. For example, the range “1 to 10” shall be interpretedto specifically include whole numbers between 1 and 10 (e.g., 1, 2, 3,4, 9) and non-whole numbers (e.g., 1.1, 1.2, . . . 1.9).

Where two or more terms or phrases are synonymous (e.g., because of anexplicit statement that the terms or phrases are synonymous), instancesof one such term/phrase does not mean instances of another suchterm/phrase must have a different meaning. For example, where astatement renders the meaning of “including” to be synonymous with“including but not limited to”, the mere usage of the phrase “includingbut not limited to” does not mean that the term “including” meanssomething other than “including but not limited to”.

As used herein, the term “conducting” may be used in the context of agame, such as in the phrase “conducting a game”. Conducting a game mayinclude receiving a bet, storing a record of the amount of the bet,determining or generating an outcome of a game (e.g., such as by theexecution of an algorithm for generating random outcome), determining anamount to be paid out as a payout based on the outcome and the bet(e.g., determining a multiple of the bet to be paid out in the event ofa winning outcome), paying or directing that the payout be paid, andperforming any other aspect of a game. In various embodiments, a gamemay be conducted by a remote entity. For example, though a player mayinteract with a mobile gaming device, the casino server may generate theoutcomes that occur in games of the player. In various embodiments, agame may be conducted by a proximate entity, such as a mobile gamingdevice with which a player interacts. In various embodiments, a game maybe conducted jointly by a proximate and remote entity. For example, amobile gaming device and the casino server may jointly conduct a game.

As used herein, the term “stationary device” may include a stationarygame gaming device, a terminal used for gaming, and a table game as wellas any device not used for gaming. For example, a stationary device mayinclude a slot machine, a video poker machine, a terminal at whichplayers may place bets, a blackjack table, and a poker table, as well asa display screen, a kiosk, an ATM, etc.

II. Determining

The term “determining” and grammatical variants thereof (e.g., todetermine a price, determining a value, determine an object which meetsa certain criterion) is used in an extremely broad sense. The term“determining” encompasses a wide variety of actions and therefore“determining” can include calculating, computing, processing, deriving,investigating, looking up (e.g., looking up in a table, a database oranother data structure), ascertaining and the like. Also, “determining”can include receiving (e.g., receiving information), accessing (e.g.,accessing data in a memory) and the like. Also, “determining” caninclude resolving, selecting, choosing, establishing, and the like.

The term “determining” does not imply certainty or absolute precision,and therefore “determining” can include estimating, extrapolating,predicting, guessing and the like.

The term “determining” does not imply that mathematical processing mustbe performed, and does not imply that numerical methods must be used,and does not imply that an algorithm or process is used.

The term “determining” does not imply that any particular device must beused. For example, a computer need not necessarily perform thedetermining.

III. Forms of Sentences

Where a limitation of a first claim would cover one of a feature as wellas more than one of a feature (e.g., a limitation such as “at least onewidget” covers one widget as well as more than one widget), and where ina second claim that depends on the first claim, the second claim uses adefinite article “the” to refer to the limitation (e.g., “the widget”),this does not imply that the first claim covers only one of the feature,and this does not imply that the second claim covers only one of thefeature (e.g., “the widget” can cover both one widget and more than onewidget).

When an ordinal number (such as “first”, “second”, “third” and so on) isused as an adjective before a term, that ordinal number is used (unlessexpressly specified otherwise) merely to indicate a particular feature,such as to distinguish that particular feature from another feature thatis described by the same term or by a similar term. For example, a“first widget” may be so named merely to distinguish it from, e.g., a“second widget”. Thus, the mere usage of the ordinal numbers “first” and“second” before the term “widget” does not indicate any otherrelationship between the two widgets, and likewise does not indicate anyother characteristics of either or both widgets. For example, the mereusage of the ordinal numbers “first” and “second” before the term“widget” (1) does not indicate that either widget comes before or afterany other in order or location; (2) does not indicate that either widgetoccurs or acts before or after any other in time; and (3) does notindicate that either widget ranks above or below any other, as inimportance or quality. In addition, the mere usage of ordinal numbersdoes not define a numerical limit to the features identified with theordinal numbers. For example, the mere usage of the ordinal numbers“first” and “second” before the term “widget” does not indicate thatthere must be no more than two widgets.

When a single device, article or other product is described herein, morethan one device/article (whether or not they cooperate) mayalternatively be used in place of the single device/article that isdescribed. Accordingly, the functionality that is described as beingpossessed by a device may alternatively be possessed by more than onedevice/article (whether or not they cooperate).

Similarly, where more than one device, article or other product isdescribed herein (whether or not they cooperate), a singledevice/article may alternatively be used in place of the more than onedevice or article that is described. For example, a plurality ofcomputer-based devices may be substituted with a single computer-baseddevice. Accordingly, the various functionality that is described asbeing possessed by more than one device or article may alternatively bepossessed by a single device/article.

The functionality and/or the features of a single device that isdescribed may be alternatively embodied by one or more other deviceswhich are described but are not explicitly described as having suchfunctionality/features. Thus, other embodiments need not include thedescribed device itself, but rather can include the one or more otherdevices which would, in those other embodiments, have suchfunctionality/features.

IV. Disclosed Examples and Terminology Are Not Limiting

Neither the Title (set forth at the beginning of the first page of thepresent application) nor the Abstract (set forth at the end of thepresent application) is to be taken as limiting in any way as the scopeof the disclosed invention(s). An Abstract has been included in thisapplication merely because an Abstract of not more than 150 words isrequired under 37 C.F.R. § 1.72(b).

The title of the present application and headings of sections providedin the present application are for convenience only, and are not to betaken as limiting the disclosure in any way.

Numerous embodiments are described in the present application, and arepresented for illustrative purposes only. The described embodiments arenot, and are not intended to be, limiting in any sense. The presentlydisclosed invention(s) are widely applicable to numerous embodiments, asis readily apparent from the disclosure. One of ordinary skill in theart will recognize that the disclosed invention(s) may be practiced withvarious modifications and alterations, such as structural, logical,software, and electrical modifications. Although particular features ofthe disclosed invention(s) may be described with reference to one ormore particular embodiments and/or drawings, it should be understoodthat such features are not limited to usage in the one or moreparticular embodiments or drawings with reference to which they aredescribed, unless expressly specified otherwise.

No embodiment of method steps or product elements described in thepresent application constitutes the invention claimed herein, or isessential to the invention claimed herein, or is coextensive with theinvention claimed herein, except where it is either expressly stated tobe so in this specification or expressly recited in a claim.

All words in every claim have the broadest scope of meaning they wouldhave been given by a person of ordinary skill in the art as of thepriority date. No term used in any claim is specially defined or limitedby this application except where expressly so stated either in thisspecification or in a claim.

The preambles of the claims that follow recite purposes, benefits andpossible uses of the claimed invention only and do not limit the claimedinvention.

The present disclosure is not a literal description of all embodimentsof the invention(s). Also, the present disclosure is not a listing offeatures of the invention(s) which must be present in all embodiments.

Devices that are described as in communication with each other need notbe in continuous communication with each other, unless expresslyspecified otherwise. On the contrary, such devices need only transmit toeach other as necessary or desirable, and may actually refrain fromexchanging data most of the time. For example, a machine incommunication with another machine via the Internet may not transmitdata to the other machine for long period of time (e.g. weeks at atime). In addition, devices that are in communication with each othermay communicate directly or indirectly through one or moreintermediaries.

A description of an embodiment with several components or features doesnot imply that all or even any of such components/features are required.On the contrary, a variety of optional components are described toillustrate the wide variety of possible embodiments of the presentinvention(s). Unless otherwise specified explicitly, nocomponent/feature is essential or required.

Although process steps, algorithms or the like may be described orclaimed in a particular sequential order, such processes may beconfigured to work in different orders. In other words, any sequence ororder of steps that may be explicitly described or claimed does notnecessarily indicate a requirement that the steps be performed in thatorder. The steps of processes described herein may be performed in anyorder possible.

Further, some steps may be performed simultaneously despite beingdescribed or implied as occurring non-simultaneously (e.g., because onestep is described after the other step). Moreover, the illustration of aprocess by its depiction in a drawing does not imply that theillustrated process is exclusive of other variations and modificationsthereto, does not imply that the illustrated process or any of its stepsare necessary to the invention(s), and does not imply that theillustrated process is preferred.

Although a process may be described as including a plurality of steps,that does not imply that all or any of the steps are preferred,essential or required. Various other embodiments within the scope of thedescribed invention(s) include other processes that omit some or all ofthe described steps. Unless otherwise specified explicitly, no step isessential or required.

Although a process may be described singly or without reference to otherproducts or methods, in an embodiment the process may interact withother products or methods. For example, such interaction may includelinking one business model to another business model. Such interactionmay be provided to enhance the flexibility or desirability of theprocess.

Although a product may be described as including a plurality ofcomponents, aspects, qualities, characteristics and/or features, thatdoes not indicate that any or all of the plurality are preferred,essential or required. Various other embodiments within the scope of thedescribed invention(s) include other products that omit some or all ofthe described plurality.

An enumerated list of items (which may or may not be numbered) does notimply that any or all of the items are mutually exclusive, unlessexpressly specified otherwise. Likewise, an enumerated list of items(which may or may not be numbered) does not imply that any or all of theitems are comprehensive of any category, unless expressly specifiedotherwise. For example, the enumerated list “a computer, a laptop, aPDA” does not imply that any or all of the three items of that list aremutually exclusive and does not imply that any or all of the three itemsof that list are comprehensive of any category.

An enumerated list of items (which may or may not be numbered) does notimply that any or all of the items are equivalent to each other orreadily substituted for each other.

All embodiments are illustrative, and do not imply that the invention orany embodiments were made or performed, as the case may be.

V. Computing

It will be readily apparent to one of ordinary skill in the art that thevarious processes described herein may be implemented by, e.g.,appropriately programmed general purpose computers, special purposecomputers and computing devices. Typically a processor (e.g., one ormore microprocessors, one or more microcontrollers, one or more digitalsignal processors) will receive instructions (e.g., from a memory orlike device), and execute those instructions, thereby performing one ormore processes defined by those instructions. Instructions may beembodied in, e.g., one or more computer programs, one or more scripts.

A “processor” means one or more microprocessors, central processingunits (CPUs), computing devices, microcontrollers, digital signalprocessors, or like devices or any combination thereof, regardless ofthe architecture (e.g., chip-level multiprocessing/multi-core, RISC,CISC, Microprocessor without Interlocked Pipeline Stages, pipeliningconfiguration, simultaneous multithreading).

Thus a description of a process is likewise a description of anapparatus for performing the process. The apparatus that performs theprocess can include, e.g., a processor and those input devices andoutput devices that are appropriate to perform the process.

Further, programs that implement such methods (as well as other types ofdata) may be stored and transmitted using a variety of media (e.g.,computer readable media) in a number of manners. In some embodiments,hard-wired circuitry or custom hardware may be used in place of, or incombination with, some or all of the software instructions that canimplement the processes of various embodiments. Thus, variouscombinations of hardware and software may be used instead of softwareonly.

The term “computer-readable medium” refers to any medium, a plurality ofthe same, or a combination of different media, that participate inproviding data (e.g., instructions, data structures) which may be readby a computer, a processor or a like device. Such a medium may take manyforms, including but not limited to, non-volatile media, volatile media,and transmission media. Non-volatile media include, for example, opticalor magnetic disks and other persistent memory. Volatile media includedynamic random access memory (DRAM), which typically constitutes themain memory. Transmission media include coaxial cables, copper wire andfiber optics, including the wires that comprise a system bus coupled tothe processor. Transmission media may include or convey acoustic waves,light waves and electromagnetic emissions, such as those generatedduring radio frequency (RF) and infrared (IR) data communications.Common forms of computer-readable media include, for example, a floppydisk, a flexible disk, hard disk, magnetic tape, any other magneticmedium, a CD-ROM, DVD, any other optical medium, punch cards, papertape, any other physical medium with patterns of holes, a RAM, a PROM,an EPROM, a FLASH-EEPROM, any other memory chip or cartridge, a carrierwave as described hereinafter, or any other medium from which a computercan read.

Various forms of computer readable media may be involved in carryingdata (e.g. sequences of instructions) to a processor. For example, datamay be (i) delivered from RAM to a processor; (ii) carried over awireless transmission medium; (iii) formatted and/or transmittedaccording to numerous formats, standards or protocols, such as Ethernet(or IEEE 802.3), SAP, ATP, Bluetooth

, and TCP/IP, TDMA, CDMA, and 3G; and/or (iv) encrypted to ensureprivacy or prevent fraud in any of a variety of ways well known in theart.

Thus a description of a process is likewise a description of acomputer-readable medium storing a program for performing the process.The computer-readable medium can store (in any appropriate format) thoseprogram elements which are appropriate to perform the method.

Just as the description of various steps in a process does not indicatethat all the described steps are required, embodiments of an apparatusinclude a computer/computing device operable to perform some (but notnecessarily all) of the described process.

Likewise, just as the description of various steps in a process does notindicate that all the described steps are required, embodiments of acomputer-readable medium storing a program or data structure include acomputer-readable medium storing a program that, when executed, cancause a processor to perform some (but not necessarily all) of thedescribed process.

Where databases are described, it will be understood by one of ordinaryskill in the art that (i) alternative database structures to thosedescribed may be readily employed, and (ii) other memory structuresbesides databases may be readily employed. Any illustrations ordescriptions of any sample databases presented herein are illustrativearrangements for stored representations of information. Any number ofother arrangements may be employed besides those suggested by, e.g.,tables illustrated in drawings or elsewhere. Similarly, any illustratedentries of the databases represent exemplary information only; one ofordinary skill in the art will understand that the number and content ofthe entries can be different from those described herein. Further,despite any depiction of the databases as tables, other formats(including relational databases, object-based models and/or distributeddatabases) could be used to store and manipulate the data typesdescribed herein. Likewise, object methods or behaviors of a databasecan be used to implement various processes, such as the describedherein. In addition, the databases may, in a known manner, be storedlocally or remotely from a device which accesses data in such adatabase.

Various embodiments can be configured to work in a network environmentincluding a computer that is in communication (e.g., via acommunications network) with one or more devices. The computer maycommunicate with the devices directly or indirectly, via any wired orwireless medium (e.g. the Internet, LAN, WAN or Ethernet, Token Ring, atelephone line, a cable line, a radio channel, an optical communicationsline, commercial on-line service providers, bulletin board systems, asatellite communications link, a combination of any of the above). Eachof the devices may themselves comprise computers or other computingdevices, such as those based on the Intel® Pentium® or Centrino®processor, that are adapted to communicate with the computer. Any numberand type of devices may be in communication with the computer.

In an embodiment, a server computer or centralized authority may not benecessary or desirable. For example, the present invention may, in anembodiment, be practiced on one or more devices without a centralauthority. In such an embodiment, any functions described herein asperformed by the server computer or data described as stored on theserver computer may instead be performed by or stored on one or moresuch devices.

Where a process is described, in an embodiment the process may operatewithout any user intervention. In another embodiment, the processincludes some human intervention (e.g., a step is performed by or withthe assistance of a human).

VI. Continuing Applications

The present disclosure provides, to one of ordinary skill in the art, anenabling description of several embodiments and/or inventions. Some ofthese embodiments and/or inventions may not be claimed in the presentapplication, but may nevertheless be claimed in one or more continuingapplications that claim the benefit of priority of the presentapplication.

Applicants intend to file additional applications to pursue patents forsubject matter that has been disclosed and enabled but not claimed inthe present application.

VII. 35 U.S.C. § 112, Paragraph 6

In a claim, a limitation of the claim which includes the phrase “meansfor” or the phrase “step for” means that 35 U.S.C. § 112, paragraph 6,applies to that limitation.

In a claim, a limitation of the claim which does not include the phrase“means for” or the phrase “step for” means that 35 U.S.C. § 112,paragraph 6 does not apply to that limitation, regardless of whetherthat limitation recites a function without recitation of structure,material or acts for performing that function. For example, in a claim,the mere use of the phrase “step of” or the phrase “steps of” inreferring to one or more steps of the claim or of another claim does notmean that 35 U.S.C. § 112, paragraph 6, applies to that step(s).

With respect to a means or a step for performing a specified function inaccordance with 35 U.S.C. § 112, paragraph 6, the correspondingstructure, material or acts described in the specification, andequivalents thereof, may perform additional functions as well as thespecified function.

Computers, processors, computing devices and like products arestructures that can perform a wide variety of functions. Such productscan be operable to perform a specified function by executing one or moreprograms, such as a program stored in a memory device of that product orin a memory device which that product accesses. Unless expresslyspecified otherwise, such a program need not be based on any particularalgorithm, such as any particular algorithm that might be disclosed inthe present application. It is well known to one of ordinary skill inthe art that a specified function may be implemented via differentalgorithms, and any of a number of different algorithms would be a meredesign choice for carrying out the specified function.

Therefore, with respect to a means or a step for performing a specifiedfunction in accordance with 35 U.S.C. § 112, paragraph 6, structurecorresponding to a specified function includes any product programmed toperform the specified function. Such structure includes programmedproducts which perform the function, regardless of whether such productis programmed with (i) a disclosed algorithm for performing thefunction, (ii) an algorithm that is similar to a disclosed algorithm, or(iii) a different algorithm for performing the function. Where there isrecited a means for performing a function that is a method, onestructure for performing this method includes a computing device (e.g.,a general purpose computer) that is programmed and/or configured withappropriate hardware to perform that function.

Also includes a computing device (e.g., a general purpose computer) thatis programmed and/or configured with appropriate hardware to performthat function via other algorithms as would be understood by one ofordinary skill in the art.

VII. Disclaimer

Numerous references to a particular embodiment does not indicate adisclaimer or disavowal of additional, different embodiments, andsimilarly references to the description of embodiments which all includea particular feature does not indicate a disclaimer or disavowal ofembodiments which do not include that particular feature. A cleardisclaimer or disavowal in the present application shall be prefaced bythe phrase “does not include” or by the phrase “cannot perform”.

IX. Incorporation By Reference

Any patent, patent application or other document referred to herein isincorporated by reference into this patent application as part of thepresent disclosure, but only for purposes of written description inaccordance with 35 U.S.C. § 112, paragraph 1 and enablement inaccordance with 35 U.S.C. § 112, paragraph 1, and should in no way beused to limit, define, or otherwise construe any term of the presentapplication where the present application, without such incorporation byreference, would not have failed to provide an ascertainable meaning,but rather would have allowed an ascertainable meaning for such term tobe provided. Thus, the person of ordinary skill in the art need not havebeen in any way limited by any embodiments provided in the reference Anyincorporation by reference does not, in and of itself, imply anyendorsement of, ratification of or acquiescence in any statements,opinions, arguments or characterizations contained in any incorporatedpatent, patent application or other document, unless explicitlyspecified otherwise in this patent application.

X. Prosecution History

In interpreting the present application (which includes the claims), oneof ordinary skill in the art shall refer to the prosecution history ofthe present application, but not to the prosecution history of any otherpatent or patent application, regardless of whether there are otherpatent applications that are considered related to the presentapplication, and regardless of whether there are other patentapplications that share a claim of priority with the presentapplication.

Demographic

As used herein, the term demographic may refer to an age, age range,race, gender, income level, range of income levels, marital status,level of education, presence or absence of children, number of children,net worth, language spoken, religion, political orientation, or to anyother characteristic which may be used to classify a person into somesegment of the population.

House Edge, House Advantage

As used herein, the terms “house edge” and “house advantage” may referto an amount that the house is expected to retain, on average, per unitbet by the player. The house edge may be expressed in percentage terms.For example, a house edge of 5% may indicate that the house can expectto retain 5 cents on average per dollar bet by a player. It should benoted that a statement of a house edge does not imply that the housewill necessarily retain the stated amount of a player's bet on eachgame. The house edge, rather, refers to an expectation or average. Forexample, suppose a player bets $1 on a game in which he has a 45% chanceof winning $2, and a 55% chance of winning nothing. The house edge maybe calculated as (0.55*($1-$0)+0.45*($1-$2))/$1=10%. Thus, the house mayexpect to win 10 cents per dollar wagered by the player.

Outcome

As used herein, the term “outcome” may refer a set of symbols or indiciawhich may be obtained (e.g., randomly generated; e.g., selected by aplayer) in a game (e.g., in a game played with a wager), and which maydetermine a course or direction in the game and/or which may determine apayment or prize to be awarded from the game. The term “outcome” may, invarious embodiments, refer both to symbols and indicia and to thepayment or prize awarded in a game. The term “outcome” may, in variousembodiments, refer to the prize or payment awarded in a game. In variousembodiments, multiple outcomes may occur during a game. For example, ina slot machine game, each activated pay-line may feature a differentoutcome. Further, in various embodiments, a game may include asuccession of outcomes. For example, in a game of video poker, aninitial set of five cards dealt to a player may constitute a firstoutcome. The final hand of cards obtained by the player after discardingcards from the initial set of five cards may constitute a secondoutcome. In various embodiments, the aggregate effect of severaloutcomes in a game may itself constitute an outcome. For example, in aslot machine game, a player may activate three pay-lines and may therebyreceive three outcomes. Payouts associated with the three outcomes maybe 2 coins, 5 coins, and 3 coins. Thus, the aggregate outcome of thegame may be that the player receives a payout of 10 coins. Examples ofoutcomes include: (a) a set of symbols achieved across the pay-line of areel slot machine; (b) a set of cards dealt in a game of poker; (c) aset of cards dealt in a game of blackjack; (d) a player hand in a gameof blackjack; (e) a player hand in combination with a dealer hand inblackjack (i.e., an outcome in a game of blackjack may include cardsreceived by a player and cards received by a dealer); (f) a numberrolled in a game of craps; (g) a series of numbers rolled in a game ofcraps (e.g., in a game of craps, an outcome may include the entireseries of numbers rolled between the time a player made a bet and thetime the player was paid for his bet or lost his bet); (g) a set ofnumbers generated in a game of keno; (h) a prize amount revealed in abonus round; and so on.

Product

As used herein, the term “product” may include a good. As used herein,the term “product” may include a service.

Gaming

As used herein, the term “gaming” may refer to placing a first value atrisk on one or more events whose outcomes cannot be predicted withcertainty, with the possibility of winning a second value should aparticular outcome of the event(s) actually occur. Gaming may include:(a) betting money on the outcome of a roll of dice; (b) betting money onthe deal of one or more cards; (c) betting money on the spinning of awheel; (d) betting money on the spinning of slot machine reels; (e)betting money on the outcome of a sporting contest; (f) betting money onthe outcome of an election; (g) betting money on the occurrence of anatural event, such as a hurricane; and betting money on any other eventwhich cannot be predicted with certainty. Gaming may include: (a)playing a game of poker with money at risk; (b) playing a game of crapswith money at risk; (c) playing a game of roulette with money at risk;(d) betting money on the outcome of a football game; or betting money onany other game or contest. The “value” placed at risk in gaming mayinclude anything that may be of benefit to a person or other entity,whether or not the benefit may be experienced by the person engaging ingaming. Value may be tangible or intangible. Value may include: (a)cash; (b) credits; (c) tokens; (d) rights (e.g., the right to bypass aline for a buffet; e.g., the right to a free spin at a slot machine);(e) products; (f) services; (g) comp points; (h) coupons; (i) vouchers;(j) movie tickets; (k) the right to receive a loan; (l) frequent flyermiles; and any other item of value. The value that may be won fromgaming need not be of the same type as that placed at risk. For example,a person may put at risk cash in order to win movie tickets. The eventswhich are the subject of gaming may be predictable in principle, but maynot be predictable given applicable rules, standards, or capabilities.For example, a person may be able to predict which cards will be dealtby rigging a deck of cards. However, rigging the deck of cards would becontrary to the rules of the game. Placing an item of value at risk mayinclude allowing the possibility that some or all of the item of valuewill be lost. Gaming may include placing value at risk even if suchvalue is not in the possession of the gamer. For example, a businessowner may bet half of his future business profits for the forthcomingcalendar year. Gaming may include investing, such as investing in thestock or bond market. Gaming may further include taking a derivativeposition, such as buying puts or calls on stocks.

Detection of One Device by Another

Various embodiments described herein may refer to the interactionbetween a first device and a “nearby” second device. In variousembodiments, the first device may take action if the second device isnearby. In various embodiments, the second device may take action if thefirst device is nearby. When terms such as “nearby”, “near”, “close”,“proximate”, “presence”, or the like are used, it will be understoodthat the first device may recognize the presence of the second device invarious ways, that the second device may recognize the presence of thefirst device in various ways, that the first device may react to thepresence of the second device in various ways, and that the seconddevice may react to the first device in various ways. It may be notedthat the first device may react to the presence of the second devicewithout recognizing the presence of the second device if, for example,the first device is instructed to take an action by a third device whichrecognizes that the second device is near to the first device. Invarious embodiments, the first device and/or the second device may be inmotion. For example, the first device may be moving (e.g., the firstdevice may be carried by a walking person) while the second device maybe stationary.

Various technologies may allow a first device to recognize and/or toreact to the presence of a second device. Various technologies may allowa second device to recognize and/or to react to the presence of a firstdevice. As used herein, the term “beacon” includes a device whichgenerates a signal which may be used as a reference signal by anotherdevice or person, e.g., so that the other device may determine its ownlocation or position. A beacon may emit a continuous, periodic,sporadic, or other type of signal. A beacon may emit a directed signal(e.g., a signal which is most easily detected by devices at a certainincident angle to the beacon) or the beacon may emit a signal of equalstrength in all directions. A beacon may emit a signal when triggered bythe presence of another device, or may emit a signal independently ofother events. A beacon may have, as its sole function, the broadcast ofa reference signal. A beacon may serve as a beacon only incidentally.For example, alight bulb may incidentally serve as a beacon even thoughits primary purpose may be to light a room. A beacon may be natural(e.g., the sun) or man-made. A beacon may emit light, sound, radiowaves, microwaves, odors, or any other form of signals.

-   -   Radio Frequency Identification (RFID) tags or transponders are        devices, generally small, that can transmit signals and/or        redirect signals, and use such signals as a means for providing        identification. The transmitted or redirected signals are        generally radio waves. Signals which are transmitted or        redirected may contain a unique signature or pattern, which may        serve to uniquely identify the RFID tag. If the tag is        associated with a device (e.g., by attachment or by        incorporation into the device), then the unique identification        of the tag can, by association, serve to uniquely identify the        device.    -   Near field communication (NFC) is a technology that allows for        secure wireless communication over short distances, typically in        the range of inches. An exemplary application has been tested by        Motorola and Mastercard, in which cellular phones are outfitted        with NFC to allow for credit card payments using cellular        phones.    -   Infrared data transmission can be used as a means of        communication between two nearby devices. For example, an        infrared light-emitting diode (LED) can be used to generate        signals. The signal pattern can be created by switching the LED        on and off. A receiver may include a silicon photodiode, which        may convert incident infrared light into electrical signals.        Infrared signals may also be transmitted with lasers.    -   A device may be recognized by means of a captured picture or        image of the device. For example, a first device may take a        picture of a second device. The first device may use image        processing algorithms to detect salient features of the second        device. For example, if the second device has a pattern of black        and white stripes, then the first device may search for such a        pattern within captured images.    -   One or more devices may use positioning technologies to        determine their own location. Once the locations of two devices        are known, simple algorithms may be used to determine whether        the devices are close to one another or not. For example, the        distances between two devices with known x and y coordinates can        be at least approximated using the Pythagorean Theorem. Various        positioning technologies may be used. For example, a device may        receive a signal from a beacon or other signal generator of a        known location. Particularly if the beacon has a short range,        the device's position may be assumed to approximate the position        of the beacon. In various embodiments, a device may receive        signals from multiple beacons or signal generators. The signal        generators may coordinate to transmit the signals        simultaneously. However, depending on the device's location, the        device will not necessarily receive the signals from all the        beacons at the same time. For example, if the device is closer        to beacon 1 than to beacon 2, the device will receive the signal        from beacon 1 prior to receiving the signal from beacon 2. Based        on the arrival times of signals from the various beacons, the        device's location may be deduced. For example, geometric or        trigonometric algorithms may be used to determine the location        of the device based on the known locations of the beacons and        based on the arrival times of simultaneously transmitted signals        from the beacons. In an analogous fashion to systems involving        beacons, positioning systems may make use of receivers at known        locations (e.g., fixed receivers). The fixed receivers each        receive a signal from the device about which a location is        desired. The same signal from the device might arrive at the        different receivers at different times, or from different        angles. Based on the arrival times or angles of arrival of the        signal at the various receivers, algorithms may be used to        determine the location of the device. Exemplary positioning        systems are as follows:        -   The Global Positioning System (GPS) is based on a            constellation of satellites which transmit reference signals            to locations on earth. GPS receivers can pick up reference            signals from multiple satellites and use the signals to            determine a position and/or an altitude.        -   Long Range Navigation (LORAN) is a navigation based on            earth-based radio transmitters. The location of a device can            be estimated based on differences in arrival times at the            device of signals from three or more transmitters.        -   Radiolocation using the cellular telephone network is a            system whereby cellular base stations serve as fixed            receivers. The signal from a cellular phone may be received            at multiple base stations. The location of the cellular            phone may be determined based on when a signal from the            cellular phone was received at each of the base stations,            based on the angle with which a signal from the cell phone            was received at each of the base stations, and/or based on            characteristic distortions in the cell phone signal that            would indicate a particular location of origin of the            signal.    -   A first device may emit an audio signal. The audio signal may        consist of a distinct series of notes or pulses. A second device        may pick up the audio signal using a microphone, for example.        The second device may recognize the distinctive pattern of the        audio signal and may thereby deduce the presence of the first        device. In a similar fashion, the second device may emit an        audio signal which may allow the first device to identify the        second device.    -   A first device may recognize the presence of a second device        from physical or electronic contact. For example, a first device        may have a port where a second device can be docked. When        docked, the second device may come into electrical contact with        the first device. The first device may thereby recognize the        presence of the second device and/or the second device may        thereby recognize the presence of the first device.

There are various ways in which one or more devices may detect thepresence of one or more other devices.

There are various ways in the proximity of two devices may bedetermined.

-   -   A first device may detect a signal from a second device. The        first device may thereby detect the presence of the second        device.    -   A first device may determine its own location. For example, the        first device may use a positioning system to determine its own        location. The first device may already know the location of the        second device. For example, the second device may be at a        well-known, fixed location. The first device may have stored in        memory the location of the second device. Once the first device        knows its own location and that of the second device, the first        device may deduce (e.g., using geometric algorithms) when the        first device is near to the second device.    -   A third device may detect the position of a first device, e.g.,        using a positioning system. The third device may know the        position of a second device. The third device can then inform        the first, second, or both devices of the positions of either or        both of the first and second devices. The first device may        thereby determine whether it is proximate to the second device.        The second device may thereby determine whether it is proximate        to the first device. In some embodiments, the third device may        inform the first device that the first device is near the second        device. In some embodiments, the third device may inform the        second device that it is near the first device. In some        embodiments, the third device may instruct the first device to        take some action based on the fact that the first device is near        to the second device, without necessarily informing the first        device that the first device is near the second device. In some        embodiments, the third device may instruct the second device to        take some action based on the fact that the second device is        near to the first device, without necessarily informing the        second device that the second device is near the first device.    -   A third device may detect the positions of both a first device        and a second device. The third device can then inform the first,        second, or both devices as above. That is, the third device may        inform the first and/or second devices of the first and/or        second devices' positions or of the fact that the first and        second devices are near to each other. The third device may also        provide instructions to the first and/or to the second device        based on the fact that the two devices are near to each other.    -   A third device may detect the position of a first device. A        fourth device may detect the position of a second device. The        third and fourth devices may then inform the first device of        both positions. The third and fourth devices may inform the        second device of both positions. The third and fourth devices        may inform the first device that the first device is near the        second device. The third and fourth devices may inform the        second device that the first device is near the second device.        The third and/or fourth devices may instruct the first device to        take some action based on the fact that the first device is near        the second device. The third and/or fourth devices may instruct        the second device to take some action based on the fact that the        first device is near the second device. The fourth device may        inform the third device of the position of the second device.        The third device may inform the first device of the positions of        the first device and the second device. The third device may        inform the first device that the first device is near the second        device. The third device may inform the first device to take        some action based on the fact that the first device is near the        second device. The third device may inform the second device of        the positions of the first device and the second device. The        third device may inform the second device that the first device        is near the second device. The third device may inform the        second device to take some action based on the fact that the        first device is near the second device.    -   A third device may detect the position of a first device. A        fourth device may detect the position of a second device. The        third and fourth devices may inform a fifth device of both        positions. The fifth device may inform the first and/or second        devices of both positions. The fifth device may inform the first        device that it is near to the second device. The fifth device        may inform the second device that it is near to the first        device. The fifth device may instruct the first device to take        some action based on the fact that the first device is near the        second device. The fifth device may instruct the second device        to take some action based on the fact that the second device is        near the first device.

Transmission and Communication

Various embodiments described herein describe the “transmission” or“communication” of a digital or electronic composition, such as adigital image, a text file, a computer program, an audio file, a videofile, or any other object or entity. Transmission or communication of adigital or electronic composition may include transmission of data suchthat the data alone is sufficient to entirely reconstruct thecomposition. For example, the transmission of a digital image mayinclude the transmission of one million bytes of data, each bytecharacterizing one of the pixels in the digital image, such that thedigital image may be completely reconstructed from the data alone.Transmission or communication of a digital or electronic composition mayinclude transmission of a data such that the transmitted data may beused in combination with other data to reconstruct the composition. Forexample, a digital image may be transmitted in a compressed format. Thedata that is transmitted may be used in combination with data describinga decompression algorithm in order to reconstruct the digital image.Transmission or communication of a digital or electronic composition mayinclude transmission of a data which indicates or characterizes thecomposition such that the composition can be retrieved or acquiredelsewhere. For example, data describing the title of an image may becommunicated from a first device to a second device. The second devicemay have various images already stored on the second device and indexedby title. The second device may reconstruct the image that wascommunicated from the first device by using the title to retrieve acomplete description of the second image from storage on the seconddevice. In various embodiments, transmission or communication of apromotion may include transmission or communication of a digital orelectronic composition.

Encode

As used herein, a signal that “encodes” a digital or electroniccomposition may include sufficient data to reconstruct the compositionfrom the data alone. For example, a signal that encodes an advertisementconsisting of an image may include data which is sufficient, on its own,to reconstruct the image.

As used herein, a signal that “identifies” a digital or electroniccomposition may include data that provides information indicating whereor how the composition may be retrieved. A signal that identifies adigital or electronic composition may include data that provides a name,title, or other identifier for the composition such that the compositioncan be retrieved from a database or other storage medium using the name,title or other identifier.

Encryption

As used herein, the term “encryption” may refer to a process forobscuring or hiding information so that the information is not readilyunderstandable without special knowledge. The process of encryption maytransform raw information, called plaintext, into encrypted information.The encrypted information may be called ciphertext, and the algorithmfor transforming the plaintext into ciphertext may be referred to as acipher. A cipher may also be used for performing the reverse operationof converting the ciphertext back into plaintext. Examples of ciphersinclude substitution ciphers, transposition ciphers, and ciphersimplemented using rotor machines. In various encryption methods, ciphersmay require a supplementary piece of information called a key. A key mayconsist, for example, of a string of bits. A key may be used inconjunction with a cipher to encrypt plaintext. A key may also be usedin conjunction with a cipher to decrypt ciphertext. In a category ofciphers called symmetric key algorithms (e.g., private-keycryptography), the same key is used for both encryption and decryption.The sanctity of the encrypted information may thus depend on the keybeing kept secret. Examples of symmetric key algorithms are DES and AES.In a category of ciphers called asymmetric key algorithms (e.g.,public-key cryptography), different keys are used for encryption anddecryption. With an asymmetric key algorithm, any member of the publicmay use a first key (e.g., a public key) to encrypt plaintext intociphertext. However, only the holder of a second key (e.g., the privatekey) will be able to decrypt the ciphertext back in to plaintext. Anexample of an asymmetric key algorithm is the RSA algorithm.

It will be appreciated that other methods besides encryption may be usedto hide or obscure information, such as encoding or steganography. Suchmethods may also be used in conjunction with cryptography.

Encryption may be used to:

-   -   Send a message only specific recipients can read. For example,        Alice and Bob may both be in possession of the same secret key.        Alice may encrypt a plaintext message with the secret key. She        may transmit the resultant ciphertext to Bob. Bob may then        decrypt the cyphertext using the secret key so as to view the        plaintext version of the message.    -   Allow messages to be encrypted by many and decrypted only one        (e.g., PGP). For example, Alice may possess a public and a        private key. Bob may wish to send Alice a message that only        Alice will be able to read. Bob may create a message in        plaintext and encrypt it using Alice's public key. Bob may send        the resultant ciphertext to Alice. Alice may then decrypt the        ciphertext using her private key, and may thereby view the        plaintext message. Should Cindy intercept the ciphertext message        on its way from Bob to Alice, Cindy would not be able to decrypt        the message since Cindy would not have access to Alice's private        key. Alice's public key, although available to Cindy, would not        be sufficient to decrypt the ciphertext message in a practicable        amount of time.    -   Authenticate the sender of a message. This use of encryption may        include having the sender create a digital signature. For        example, Alice would like to send a message to Bob in such a way        that Bob can be confident that the message has come from her.        Alice may construct a plaintext message and encrypt the        plaintext into ciphertext using her private key. Alice may then        send the ciphertext message to Bob. Bob may then use Alice's        public key to decrypt the ciphertext back in to plaintext. Since        Alice's public key only works to decrypt a ciphertext message        created using Alice's private key, and since presumably only        Alice has access to her own private key, Bob can be confident        that the message originated from Alice.    -   Allow for non-repudiation. If a sender has applied a digital        signature to a message, or portion of a message, then the sender        will not later be able to claim he did not send the message.    -   Guarantee a time/data sent. See hashing below.    -   Guarantee receipt by recipient. See hashing below.    -   Verify that a message has not been altered after being sent by        the sender. See hashing below.

Hashing is a process whereby input data, typically of arbitrary length,is transformed into output data, typically of shorter length and/or offixed length. A hash function is a function that performs thetransformation. Often, useful hash functions will be one-way functions.That is, for a given input, the output can be computed readily. However,for a given output, the input which produced the output will bedifficult to calculate. Also, useful hash functions will often have theproperty that two differing inputs rarely produce the same output.Hashing can be used for the following purposes:

-   -   To perform data redundancy checks. For example, a database may        contain a large number of names. The names may be of arbitrary        length. To check for redundant names, hash values for the names        may be created. The hash values may be of smaller size than the        names and may all be of the same length. Thus, it may be easier        to compare the hash values of the names that it will be to        compare the names themselves.    -   To verify that a message has not been altered. For example,        Alice can send a plaintext message to Bob along with a hash        value of the message. Alice can apply a digital signature to the        hash value so as to assure Bob that the hash value has been sent        by Alice. When Bob receives the plaintext message from Alice,        Bob can compute the hash value of the message. If the hash value        that Bob computes is the same as the hash value that Alice has        sent to Bob, then Bob can be fairly confident that the message        has not been altered en route from Alice to Bob.    -   To prove possession of a message without having to reveal the        message. For example, Alice can send a message to Bob. Bob can        take the hash of the message and send it back to Alice. Alice        may thus be assured that Bob has the message without the risk of        the message being intercepted en route from Bob to Alice.    -   To prove possession of a message at a certain time without        having to reveal the message. For example, Alice might have a        great idea and wish to prove she came up with it at a certain        time without having to reveal the idea. Thus, Alice might write        out the idea in the form of text, and take a hash value of the        text. Alice can then publish the hash of the text in a        newspaper. It will then be readily apparent that Alice had        possession of the idea at least on the date of the newspaper's        publication.    -   To timestamp a document. For example, a document may be sent to        a time-stamping service. The service may then determine the hash        value of the document. The service may append the then current        date and time to the hash value of the document and apply a        digital signature to the result. The digitally signed hash value        plus date and time may then be published. So long as the        time-stamping service can be trusted to provide accurate dates        and times (e.g., not to use old dates and times) then the        published timestamp may serve as proof that the document was in        existence as of the date and time provided by the time-stamping        service. Further precautions may ensure that it becomes very        difficult for even the time-stamping service to provide fake        times and dates. For example, the time-stamping service may add        a sequence number, (e.g., 1, 2, 3, etc.) to each document it        timestamps. If the service wishes to provide an old date, the        service would have to find an older sequence number. The older        sequence number would have to fit between two sequence numbers        used immediately before and immediately after the desired fake        date. However, no such sequence number would be available if,        e.g., no numbers had been skipped in the first place.

FIG. 1 shows a system 100 according to some embodiments. In variousembodiments, the system may function within the confines of a casino. Invarious embodiments, the system may function within the confines of acasino and associated areas, such as retail shops, exercise rooms,restaurants, swimming areas, showrooms, conference halls, and so on. Invarious embodiments, the system may function beyond the confines of acasino. A casino server 105 may be in communication with one or moremobile gaming devices, such as devices, 110, 115, and 120. The casinoserver may be in communication with one or more marketer devices, suchas marketer device 125. Marketer devices may transmit information to thecasino server include information describing promotions to run (e.g.,graphics and audio associated with promotions), when to run thepromotions, what players should view promotions, what price will be paidfor running promotions, what media to use for running promotions (e.g.,symbols; e.g., background areas of a displays screen) and so on. Thecasino server 105 may be in communication with one or more displaydevices, such as display device 130. Display devices may includebillboards, electronic signs, signs, television monitors, projectors, orother display devices. The casino server may instruct a display deviceto display graphics associated with a promotion, in various embodiments.The casino server may be in communication with one or more receivers,such as receiver 135. Receivers may include antenna, RFID tag readers,bar code readers, and so on. Receivers may detect signals emitted frommobile gaming devices. Receivers may use such signals to determine thelocation of the mobile gaming devices. Receivers may also receive datafrom mobile gaming devices. Such data may be relayed to the casinoserver. The casino server 105 may be in communication with one or morebeacons, such as beacon 140. Beacons may form part of a positioningsystem which may be used by mobile gaming devices to determine theirpositions. For example, beacons may emit signals within a casino. Amobile gaming device, by receiving signals from several beacons, may beable to triangulate its own position within the casino. The casinoserver 105 may be in communication with one or more gaming devices, suchas gaming device 145. Gaming devices may include slot machines, videopoker machines, video blackjack machines, video keno machines, and soon. The casino server may be in communication with one or more point ofsale (POS) terminals, such as POS terminal 150. POS terminals mayinclude any terminals associated with retail establishments, or anyother terminals that can handle sales transactions. In variousembodiments, a POS terminal may determine an appropriate promotion to bedisplayed on a nearby mobile gaming device. The POS terminal maytransmit the promotion to the casino server. The casino server may, inturn, transmit the promotion to the mobile gaming device.

FIG. 2 shows a mobile gaming device 110 according to some embodiments.As used herein, the term “mobile gaming device” may refer to any devicethat is readily movable or portable and which allows for players togamble on one or more of at least the following: (a) a game of chance;(b) a sporting contest; (c) a game of mixed chance and skill (e.g.,blackjack); (d) a game of skill; (e) a slot machine game (e.g., a gameof video slots); (f) a lottery game; (g) a game of cards (e.g., a gameof poker); (h) a pull-tab game; (i) a game of bingo; (j) a natural event(e.g., the occurrence of a hurricane); (k) a political event (e.g., thewinner of an election); (l) an event of popular culture (e.g., the dateof a wedding between two celebrities); and so on. A mobile gaming devicemay be a device such as a Blackberry®, iPod®, personal digitalassistant, mobile phone, laptop computer, camera, personal computer,television, electronic book (eBook), or any other suitable device. Amobile gaming device may be movable or portable in the sense that theaverage human would be able to transport the device without significantexertion and without the aid of heavy machinery. A mobile gaming devicemay be movable or portable in the sense that it is not, by design,locked, bolted, or tied down to the same location for extended periodsof time (e.g., months). It is, however, contemplated that a mobilegaming device may be temporarily fixed into place (e.g., with locks orbolts) so that a human might physically interact with the device withoutrisk that the device will be accidentally pushed, moved, toppled, etc. Amobile gaming device may include a processor for executing variousprograms, including programs for operating games, programs forcommunicating with other devices, programs for presentingadvertisements, programs for presenting entertainment, and any otherprograms. A mobile gaming device may include memory for storing programdata, for storing image data, for storing data about a player, forstoring information about outcomes of games played on the mobile gamingdevice, for storing accounting data, and so on. A mobile gaming devicemay include various output devices. Such output devices may include adisplay screen, such as a liquid crystal display. The display screen maydisplay images, videos, cartoons, animations, text, or any otherfeasible output. Output devices may include a speaker. The speaker maygenerate audio outputs. For example, the speaker may generate voiceoutputs, the sound of bells, the sound of engines, or any other sound.The speaker may generate vibrations. A mobile gaming device may includeone or more input devices. The input devices may allow a player tointeract with the mobile gaming device. The mobile gaming device mayinclude buttons, keypads, roller balls, scrolling wheels, and so on. Themobile gaming device may include a touch screen which, e.g., can sensecontact from a human's touch and/or from a stylus. The mobile gamingdevice may include a microphone for receiving audio inputs. Themicrophone may be used for receiving voice inputs. A mobile gamingdevice may include a card reader for receiving inputs from amagnetically striped card (e.g., from a credit card or player trackingcard). A mobile gaming device may also include a smart card reader. Amobile gaming device may include a camera for capturing images or video.A mobile gaming device may include a biometric reader, such as athumb-print reader or retinal scanner. A mobile gaming device mayinclude a communications port. The communications port may include anantenna for broadcasting and/or for receiving electromagnetic signals,such as wireless signals. The communications port may include an opticalcommunication mechanism, such as a laser or diode. The communicationsport may include an electric contact, which may interface to a wire, toa cable, or to the electronic contact of another device so as to createan electronic connection. The electronic connection may be used forpurposes of communication and/or for the purposes of drawing power. Amobile gaming device may include a portion which is geometricallyconfigured to fit into a docking area of another device. The otherdevice may include a portion with a complementary geometricalconfiguration. When the mobile gaming device is docked into the otherdevice, the mobile gaming device may communicate with such device and/ordraw power from the device. For example, the mobile gaming device mayupload game software from the other device or download information aboutplayer gambling activities to the other device. A mobile gaming devicemay include a power source, such as a battery or fuel cell. The mobilegaming device may further include a sensor for determining when power islow. The sensor may trigger an indicator, which may indicate an amountof power remaining. The mobile gaming device may include a radiofrequency identification (RFID) tag.

The tag may include a unique signature, and may allow other devices torecognize the presence of the mobile gaming device. For example, asensor embedded in a door frame may detect a signal from an RFID tagembedded within a mobile gaming device and thereby recognize thepresence of the mobile gaming device. In an example of its generaloperation, a mobile gaming device may receive an indication of a playeridentifier, such as from the swipe of a player tracking card through amagnetic card reader associated with the mobile gaming device. Themobile gaming device may wirelessly transmit the player identifier to acasino server. The casino server may transmit a confirmation signal backto the mobile gaming device, confirming that the player has adequatecredits on account to engage in gambling activities. The mobile gamingdevice may receive a game initiation signal from a player, e.g., via onethe buttons on the mobile gaming device. The mobile gaming device maythen execute a game program to generate a random outcome, and presentthe random outcome to the player. For example, on its displays screen,the mobile gaming device may simulate the spinning of slot machinereels, which may be shown to stop with a particular outcome displayedcentrally. The mobile gaming device may inform the casino server of theoutcome of the game. The casino server may, accordingly, add or subtractcredits from the player's account. It will be appreciated that there aremany other ways in which a mobile gaming device may operate. A mobilegaming device may include a more general purpose device which isconfigured to allow gaming activity, e.g., through downloads of gamingrelated software to the device. A mobile gaming device may also includea special purpose device dedicated to gaming. A mobile gaming device mayinclude a device as set forth in Nevada bill AB471.

FIG. 3 shows a gaming device 145 according to some embodiments. As usedherein, the term “gaming device” may refer to any machine, article, ordevice which allows a player to participate in a game, contest, or otherendeavor, and which allows a player to put money or other considerationat risk. A gaming device may include a Class II gaming device, a ClassIII gaming device, a video bingo machine, an instant bingo machine, avideo poker machine (e.g., Action Gaming's Triple Play™ Draw Poker), avideo slot machine (e.g., WMS's Jackpot Party Classic machines), amechanical slot machine (e.g., IGT's Cleopatra® Slots), anelectromechanical slot machine, a video blackjack machine, a video kenomachine, and a multi-game machine. Gaming devices may include deviceswith non-gaming related uses which can also be used or adapted forgaming. For example, a personal computer may constitute a gaming devicesince the computer may run software for conducting a game and mayreceive, e.g., a credit card number from a player for the purposes ofcollecting from and paying money to a player. A gaming device mayinclude a mobile gaming device (e.g., a mobile device as defined byNevada bill AB 471) or any mobile device that can be used for gaming. Agaming device may include a personal digital assistant, a cell phone, alaptop computer, a Blackberry®, and so on. FIG. 4 shows a casino server105 according to some embodiments. Antenna 405 may allow the casinoserver to communicate wirelessly with various devices, such as mobilegaming devices. Output device 410 may include displays, such as liquidcrystal display monitors, speakers, or any other device that maycommunicate information. The output device may present information in away suitable for human perception. For example, the output device maypresent text for a human to read. Input device 415 may include buttons,keypads, mice, roller balls, microphones, styli, touch screens, and soon. The input device may allow humans to communicate information to thecasino server. Communications port 420 may include an antenna, serialport, parallel port, FireWire, Ethernet, Universal Serial Bus (USB), orany other interface for communications. Storage device 430 may include ahard disk, flash memory, random access memory (RAM), read only memory(ROM), a compact disc, a digital versatile disc, an optical disc, amagnetic storage device, a semiconductor memory, a magneto-opticalstorage device, and so on. Storage device 430 may store program data 435as well as various databases, including a promotion database 440,marketer database 445, player database 450, and point of sale (POS)terminal database 455. The program data may include instructions whichmay direct the processor 425 to operate in accordance with variousembodiments.

Promotion database 440 may store data associated with promotions. Suchdata may include: (a) image data (e.g., images of products beingpromoted); (b) video data (e.g., video advertisements); (c) audio data(e.g., jingles associated with product promotions); (d) text data (e.g.,text for display in a promotion); (e) data descriptive of a promotion(e.g., a promotion may have a tag indicating what product is beingpromoted); (f) data descriptive of the size of a promotion (e.g., datadescribing the number of pixels in each dimension of an image; (g) datadescribing the running time of a promotion (e.g., 30 seconds); (h) datadescribing the place or medium where a promotion should be featured(e.g., a promotion should appear as a symbol in a simulated slot machinegame); (i) data describing the number of times a promotion should be run(e.g., the promotion should be run 100 time); (j) data describing theaudience to which a promotion should be presented (e.g., a promotionshould be presented to women between the ages of 40 and 60); (k) datadescribing the times during which a promotion should be presented (e.g.,a promotion should be presented between 11:00 am and 1:00 pm); (l) datadescribing the priority of a promotion (e.g., promotion with higherpriorities may be presented before or in place of promotions with lowerpriorities); (m) data describing the sponsor or marketer behind apromotion (e.g., Procter & Gamble is the sponsor of a promotion); (n)data describing a price to be paid by a sponsor or marketer for apromotion's presentation (e.g., a marketer will pay two cents per viewerper presentation; e.g., a marketer will pay $100 to have a productfeatured in a game for an entire day); (o) data describing the number oftimes a promotion has already been presented; (p) data describing anumber of times remaining that a promotion must be presented; (q) datadescribing the number of people who have viewed a promotion; (r) datadescribing the demographics of people who have viewed a promotion; (s)data describing events after which the promotion should be presented(e.g., after a person wins X dollars, when a group of friends movestogether after spending time separated, etc.), and any other datapertinent to a promotion.

Marketer database 445 may store data associated with sponsors ormarketers. Marketer database may store data including: (a) marketernames; (b) marketer advertising budgets; (c) promotions associated withmarketers; (d) amounts owed the casino by the marketers; (e) preferredaudiences of the marketer; (f) billing information for the marketer(e.g., a credit card identifier associated with the marketer; e.g., anaddress for the marketer); (g) a medium which is of primary interest toa marketer (e.g., symbols; e.g., bonus rounds); and so on.

Player database 450 may store data associated with players. Playerdatabase 450 may store data including: (a) a player's name; (b) aplayer's tracking card number; (c) a player's age; (d) a player'sdemographic; (e) a player's preferred product category; (f) a player'spreferred category of promotion; (g) a player's length of stay at acasino; (h) a player's historical purchasing behavior (e.g., the playerhas made 3 purchases in response to promotions in the past); (i) aplayer's game results or outcomes (e.g., the player has won $120 today;e.g., the player has lost on his last 5 outcomes); (j) a player'sfriends, relatives, associates, or other group members; and so on.

Point of sale (POS) terminal database 455 may include data describingvarious POS terminals. In various embodiments, such terminals may beassociated with the casino. For example, such POS terminals may managetransactions for various retail establishments within a casino. Invarious embodiments, such terminals may include terminals outside of thecasino. POS terminal database 455 may include: (a) data describing thelocation of POS terminals; (b) data describing the retail establishmentsserved by POS terminals; (c) data describing presentation capabilitiesof POS terminals (e.g., a POS terminal may include a display screenand/or speaker which may be used to present images and/or soundsassociated with a promotion); and so on.

FIG. 5 shows a POS terminal 150 according to some embodiments. Theinventory database 545 may include data describing products within thestore. The inventory database may include data describing: (a) thenumber of a product remaining; (b) the expected shelf life of a product;(c) the expected remaining shelf life of a product; (d) the expectedtime of arrival of new inventory; (e) the characteristics of a product(e.g., the product color; e.g., the product size); and so on. Thepricing database 550 may include data related to products' prices,including: (a) a product's price; (b) a discount available on theproduct (e.g., there is a 25% discount in effect for the next two days;(c) a wholesale price for the product; (d) a cost of acquiring theproduct (e.g., the cost to the retailer of purchasing the product from awholesaler or manufacturer); (e) a liquidation price for a product; andso on.

FIG. 6 shows a mobile gaming device 600 according to some embodiments.The mobile gaming device 600 features a slot machine game. The slotmachine game includes three reels. Among the symbols depicted on thereels are three symbols representing promotions. These symbols, 605,610, and 615, depict a corporate logo for Coca-Cola. By lining up threesuch symbols, a player may win a prize. The prize may be related to theproduct or corporation depicted by the symbols. For example, the prizemay be a year's supply of Coca-Cola drinks.

XI. Embodiments

-   1. Types of promotion. In various embodiments, promotions may be    presented using mobile gaming devices. A promotion may include: (a)    an advertisement (e.g., for a product or service); (b) an    announcement (e.g., an announcement as to when a new show is    starting at a casino; e.g., an announcement that a certain car was    rated number one in the country); (c) a warning (e.g., a warning    about the approach of inclement weather); (d) a statement of    information (e.g., candidate Jones has just won the election); (e)    an offer of a benefit (e.g., an offer of a discount; e.g., an offer    of a coupon; e.g., an offer of a gift certificate); (f) an offer of    a benefit in exchange for some action on the part of the recipient    of the offer (e.g., an offer of a gift certificate in exchange for    the recipient of the offer answering survey questions); (g) a    request (e.g., a request to answer survey questions); (h) a benefit    given unconditionally (e.g., cash given unconditionally; e.g., a    gift certificate given unconditionally); (i) an entry into a    sweepstakes or other chance event (e.g., an entry into a drawing for    a particular merchant's car); (j) a personalized advertisement    (e.g., an advertisement that includes a name or other information    about a target), and so on. Promotions may be presented in various    forms and in various situations. Promotions may be presented in    audio form, video form, or text form, for example. Promotions may be    presented at various points in time relative to other events. For    example, promotions may be presented in between games played on a    mobile device.    -   1.1. Audio. Promotions may be presented in audio form. A        promotion may include a spoken voice. For example, an announcer        or narrator may describe the features of a product that is being        advertised. A promotion may include a song. A promotion may        include a musical tune. A promotion may include a sound track,        such as the revving of a motorcycle engine. A promotion may        include a jingle, such as a jingle commonly associated with a        product. Some promotions may be broadly directed at an area        (e.g., an area of a casino in which a number of people targeted        by the advertisement are located) and audio may accordingly be        broadly directed at that area (e.g., through speakers in a        casino). Other promotions may be narrowly directed at a target        (e.g., at a single person or a small group of people) and audio        accordingly may be narrowly focused (e.g., using hypersonic        sound, using a mobile device speaker, using a speaker from a        nearby gaming device).    -   1.2. Text. A promotion may include text. Text may include        information, slogans, personal information, or subtitles, for        example.    -   1.3. Still image. A promotion may include still images. The        image may take up all or part of a display screen, such as the        display screen on the mobile gaming device. The image may        represent an actual photograph, an image created by an artist,        or an image created by a computer, for example.    -   1.4. Video. A promotion may include video. The video may be        comprised of a sequence of still images, for example. The video        may occupy an entire display screen or part of a display screen,        for example. A video may be the product of a camera, or may be        an animation, for example.    -   1.5. Vibration. A promotion may include vibration, or any        induced motion of the mobile gaming device. For example, the        mobile gaming device may vibrate in conjunction with a promotion        for a car race, where the vibrations may help the player of the        mobile gaming device to imagine the cars rumbling by.    -   1.6. Flashing lights. A promotion may include flashing or        blinking lights. For example, light emitting diodes (LEDs) on        the mobile gaming device may flash in order to convey excitement        associated with a promotion.    -   1.7. Smells. A promotion may include smells. For example, a        mobile gaming device may release small quantities of chemicals        to create aromas in conjunction with a food advertisement.    -   1.8. Trigger nearby signs or slot machines to display        advertisements. In some embodiments, a promotion may include a        signal to other displays or devices, the signal instructing such        displays or devices to participate in the promotion. For        example, as part of a promotion, a mobile gaming device may send        a signal to a nearby slot machine (e.g., to a slot machine        located within hearing range; e.g., to a slot machine located        within a line of sight of the mobile gaming device) instructing        the slot machine to perform one or more actions related to the        promotion. In some embodiments, a mobile gaming device may        instruct a slot machine to generate an audio output. For        example, the mobile gaming device may instruct that the slot        machine blast the sounds of bells ringing through a speaker that        is part of the slot machine. In some embodiments, a mobile        gaming device may a slot machine to generate a video output. For        example, the mobile gaming device may instruct a slot machine to        show a particular video or animated clip. In some embodiments, a        mobile gaming device may instruct a slot machine to show an        image. For example, a mobile gaming device may instruct a slot        machine to show an image of a product being promoted by the        mobile gaming device. It should be recognized that in other        embodiments, the mobile device may not be the initiator of        promotions, but rather a centralized system may determine where        and when to display promotions (e.g., on the mobile device and        on other devices or displays).        -   1.8.1. Distances. In various embodiments, a slot machine,            another gaming device, a display screen, or any other device            may participate in presenting a promotion so as to enhance            the effect of a promotion. For example, a promotion may be            more effective if five slot machines surrounding a player            all show the same sounds and images than if only the display            screen on the mobile gaming device is involved. A promotion            may be particularly effective, in some embodiments, if            participating slot machines or other devices can influence            the player of the mobile gaming device. Thus, particularly            effective devices may include devices that are visible or            audible to the player. In various embodiments, a device is            instructed to participate in a promotion if the device is            within a certain range of a mobile gaming device. For            example, a mobile gaming device may instruct a slot machine            to participate in a promotion if the slot machine is within            ten feet of the mobile gaming device. In various            embodiments, a mobile gaming device may instruct a device to            participate in a promotion if: (a) the device is within a            predetermined distance of the mobile gaming device; (b) if            the device is within a direct line of sight of the mobile            gaming device (e.g., if there are no other devices or            fixtures between the mobile gaming device and the            device); (c) the device is in the same room as the mobile            gaming device; (d) the device is on the same floor of a            building as is the mobile gaming device; (e) the device is            facing at least somewhat towards the mobile gaming device            (e.g., the mobile gaming device may only request that a slot            machine participate in a promotion if the screen of the slot            machine is facing in the direction of the mobile gaming            device); (f) the mobile gaming device can detect a signal            from the device (e.g., a gaming device may emit a short            range signal that is detectable by the mobile gaming device            only if the mobile gaming device is within proximity to the            gaming device; (g) the device can detect a signal from the            mobile gaming device; (h) the mobile gaming device receives            a signal from the device at a certain minimum threshold            power (e.g., if the signal power is strong in the detected            signal, the device may be assumed to be near to the mobile            gaming device); (i) the device receives a signal from the            mobile gaming device at a certain minimum threshold power            level; (j) if the device has video display capability; (k)            if the device has audio output capability; (l) if the device            has speakers of a certain minimum output capability; and so            on. In various embodiments, a mobile gaming device may            determine whether or not another device is available for            participation in a promotion. Another device may be            available if such device: (a) is currently not participating            in a different promotion (e.g., if the device is not            displaying graphics as part of a promotion to a different            player); (b) is currently not being used for gaming purposes            (e.g., a slot machine may be available if it is not            currently being played by another player); (c) is currently            not being used for other purposes (e.g., a plasma display            monitor may be available if it is not currently not            broadcasting programming to passing people); (d) is            functioning (e.g., if the device is not experiencing            mechanical or electrical problems); (e) is not scheduled or            intended for immediate use; (f) is not restricted from            participating in promotions of the type in which the device            would be asked to participate in (e.g., a device made by a            first manufacturer may be restricted from promoting products            from a competing manufacturer); and so on. In various            embodiments, a device that may be instructed to participate            in a promotion may include a slot machine, video poker            machine, another gaming device, a display monitor (e.g., a            plasma display screen; e.g., a cathode ray tube (CRT)            monitor), a billboard, a projection display, a speaker, a            public address system output, alight bulb, alight fixture,            and so on.            -   In various embodiments, a device may be proximate to                several players with mobile gaming devices. For example,                a slot machine may be within 10 feet of each of three                players of mobile gaming devices. Such players may                coincidentally happen to be in the same area, for                example. The three mobile gaming devices (those                belonging to each of the three players) may cooperate to                schedule the same promotion at the same time so that the                device which is proximate to all three players may show                a promotion which influences all the three players at                once. For example, each of the three mobile gaming                devices may schedule an advertisement for cruise                vacations to occur at the same time. As the mobile                gaming devices broadcast audio to the three players, the                slot machine which is near to all three players may show                a video of a cruise ship sailing through blue waters and                stopping at tropical islands.            -   In various embodiments, a plurality of mobile gaming                devices may coordinate to schedule the same or similar                promotions at the same time. A device which can                influence the players of the mobile gaming devices may                be commanded or requested to participate in the                promotion. The device may be a slot machine, TV monitor,                billboard, or any other device. The device may,                accordingly, broadcast sounds images, or other                information in support of the promotion. The device may                be selected or chosen because it is within a certain                distance of all of the mobile gaming device players,                because it is within line-of-site of all of the mobile                gaming device players, because it is within hearing                range of all the mobile gaming device players, and/or                for any other reason. In various embodiments, a device                (e.g., a slot machine) may be selected to participate in                a promotion that is being presented to a plurality of                players even though the device may be unable to                influence one of the plurality of players. For example,                a slot machine may be chosen to participate in a                promotion being presented to several players even if one                of the players cannot see the screen of the slot                machine.            -   In various embodiments, a device may have the potential                to participate in two or more promotions at a given                time. For example, a first player of a mobile gaming                device and a second player of a mobile gaming device may                each be in proximity to the device. Various criteria may                be use to determine whether the device will participate                in a promotion presented to the first player or the                second player. The device may participate in the                promotion presented to the first player if: (a) the                first player is in closer proximity to the device than                is the second player; (b) the first player has a better                view of the device than does the second player (e.g., a                display screen of the device is facing towards the first                player but away from the second player); (c) the first                player is deemed more likely to be influenced by the                promotion than is the second player; (d) the first                player is a better customer of the casino than is the                second player (e.g., the first player has bet more money                at the casino in the past than has the second                player); (e) the second player is a better customer of                the casino than is the first player; (f) the first                player is deemed more likely to pay attention to the                device participating in the promotion; (g) the first                player has shown more interest in the product scheduled                to be promoted to the first player than has the second                player shown in the product scheduled to be promoted to                the second player; (h) the second player is in proximity                to another device which might participate in the                promotion scheduled to be presented to the second                player; and/or if other criteria are satisfied. It will                be appreciated that similar criteria may be used to                choose which promotion a device (e.g., a slot machine)                will participate in given that three or more players of                mobile devices are in the vicinity. In some embodiments,                a device (e.g., a slot machine) may participate in a                promotion if such promotion will be presented to the                majority (or the plurality) of the players of mobile                gaming devices which are in the vicinity of the device.        -   1.8.2. Sending the signals. The determination of whether or            not it would be appropriate for a device (e.g., a slot            machine) to participate in a promotion of a mobile gaming            device may be determined in various ways. In some            embodiments, the mobile gaming device may detect the            presence of the device (e.g., the slot machine). The mobile            gaming device may detect the presence of the device by            detecting a signal emitted from the device. The signal may            be caused by radio frequency identification (RFID) tag            associated with the device. The signal may be an infrared            signal or any other signal. In some embodiments, the device            (e.g., the slot machine) may detect the presence of the            mobile gaming device. The device may detect a signal from            the mobile gaming device, such as a signature of an RFID tag            associated with the mobile gaming device, such as an            infrared signal from the mobile gaming device, or any other            signal. In various embodiments, the device (e.g., the slot            machine) may detect the presence of the mobile gaming device            using optical means. For example, the device may include a            camera and may employ image processing algorithms to            recognize when a player in the vicinity of the gaming device            is carrying a mobile gaming device. In various embodiments,            the mobile gaming device may contain a positioning system,            such as a global positioning system (GPS). The mobile gaming            device may determine based on its position whether it is            currently proximate to a device (e.g., a slot machine). For            example, the mobile gaming device may access an internally            stored map describing the positions of one or more devices.            In various embodiments, the mobile gaming device and/or the            device (e.g., the slot machine) may relay any received            signals to a central server. For example, the device (e.g.,            the slot machine) may relay signals from the mobile gamine            device to the central server. The central server may            recognize that the signals were generated by the mobile            gaming device. Therefore, the central server may recognize            that the mobile gaming device is likely in proximity to the            device (e.g., the slot machine). Similarly, the mobile            gaming device may relay signals from the device (e.g., the            slot machine) to the central server. The central server may            recognize such signals as originating from the device (e.g.,            the slot machine) and may thereby recognize that the mobile            device is in proximity to the device (e.g., the slot            machine). In various embodiments, one or more sensors may            detect the presence of the mobile gaming device via signals            emitted or transmitted from the mobile gaming device. The            sensors may not be associated with a device (e.g., with a            slot machine). The sensors may be in communication with the            central server. Thus, using signals detected from sensors,            and possibly using triangulation or other location            algorithms, the central server may detect the presence of            the mobile gaming device. The central server may be informed            or otherwise detect the position of other devices (e.g.,            slot machines, displays, etc.) and may use such information            along with the detected position of the mobile gaming device            to control where to display promotions.            -   In various embodiments, once the central server                recognizes that a mobile gaming device is in proximity                to a device (e.g., a slot machine), the central server                may arrange for the device to participate in a promotion                to be presented by the mobile gaming device. For                example, the central server may instruct both the mobile                gaming device and the device (e.g., the slot machine) to                present a promotion at the same time. For example, the                mobile gaming device may present an audio and a video                portion of a promotion while the nearby device (e.g.,                the slot machine) may present a video sequence as part                of the promotion. In various embodiments, when the                central server recognizes that a mobile gaming device                and a device (e.g., a slot machine) are in proximity,                the central server may determine whether it is                appropriate that the device (e.g., the slot machine)                participate in a promotion to be presented by the mobile                gaming device. For example, the central server may                determine whether sound to be broadcast by the device                would be audible to the player of the mobile gaming                device given the ambient noise levels in the casino. As                another example, the central server may determine                whether or not the device is currently occupied and                therefore whether the device should be used at all in                presenting the promotion. In some embodiments, an                effective direction of a device may be determined for                one or more devices. The effective direction may include                a viewing direction (e.g., a direction that a display is                facing) and a listening direction (e.g., a direction                that a speaker is facing). Such an effective direction                may be determined, for example, through analysis of a                photograph of a device, by a person entering information                about a device, by a direction sensor of a device, and                so on. Such information may be used to determine when to                place a promotion on a device (e.g., so that promotions                are placed on devices with effective directions that                face desired targets).            -   In various embodiments, a device (e.g., a slot machine)                may be the sole presenter of a promotion. The mobile                gaming device may not be involved in presenting a                promotion to a player. However, the mobile gaming device                may signal the device (e.g., the slot machine) to make                the presentation. For example, a player with a mobile                gaming device may walk by a slot machine. The mobile                gaming device may transmit a signal to the slot machine                to present a promotion. Accordingly, the slot machine                may present video, audio, or other information                associated with the promotion. In the mean time, the                mobile gaming device may continue to allow the player to                play a game without the mobile gaming device becoming                involved in the promotion. In various embodiments, two                or more devices may be involved in presenting a                promotion to a player. The mobile device may not be                involved in the presentation. However, the mobile device                may signal to the devices to present material in                accordance with the promotion.    -   1.9. Message about where to go to get something. For example,        the mobile device knows where you are and can tell you if you're        near the jewelry store and what you can get there. In various        embodiments, a promotion may include a message indicating where        a product or service may be bought, used, or experienced. For        example, a mobile gaming device may present a text message to a        player indicating that there is a jewelry store to the right of        the player. For example, a mobile gaming device may present an        audio message to a player indicating that there is a show        playing around the corner. In various embodiments, when a player        with a mobile gaming device walks near a retail store or other        locality of interest, a promotion may be triggered. The        promotion may relate to that locality.-   2. Mediums. Places where promotions may be placed. Images or videos    associated with promotions may be presented in various places.    Images and videos associated with promotions may be presented on a    display screen of a mobile gaming device. Images and videos may be    presented on the display screen in different places, and under    different circumstances. For example, an image may be presented in    the foreground or background, during a game or between games. Other    outputs associated with promotions may also be presented in various    ways.    -   2.1. Symbols. In various embodiments, images or video associated        with a promotion may be put on a symbol. In various embodiments,        images or video associated with a promotion may make up the        whole of a symbol. For example, an image of a soda drink may        make up a symbol. Symbols with such images or videos may        function in a game just as any other symbol. For example, in a        slot machine game, the alignment of three like symbols may allow        a player to win a prize. Images or video associated with a        promotion my be put on cards; game tokens (e.g., a game token        that moves around a board in a game of Monopoly® may take the        form of an image of a luxury car brand); game characters (e.g.,        a bidder in an auction game may take the form of an animated        Clorox™ box); tokens of value (e.g., when a player of a game        opens a treasure chest, three sparkling Rolex® watches may be        revealed); and so on.    -   2.2. The background, e.g., background graphics. Images or video        associated with a promotion may appear as background graphics on        the display screen of a mobile gaming device. For example, the        parts of the screen that are not occupied by graphics related to        a game may be occupied by images or video related to a        promotion.    -   2.3. Signs. Images or video associated with a promotion may        appear on signs or other landmarks in a virtual world associated        with a game. For example, a game played on a mobile gaming        device may feature a virtual world with racing cars. The cars        may pass billboards in the virtual world. The billboards may        include images promoting products or services.    -   2.4. Chip faces, such as the faces on gaming chips. In various        embodiments, images or video associated with a promotion may        appear on gaming chips. Such gaming chips may be actual,        physical gaming chips, such as those used in table games at        casinos. Such gaming chips may also include chips used in a game        played on a computing device, such as on a mobile gaming device.        For example, a player may engage in a game of poker using his        mobile gaming device. Gaming chips which are graphically        depicted in the game may include images associated with a        promotion, such as images of products or services.    -   2.5. Cards. In various embodiments, images or video associated        with a promotion may appear on cards. Such gaming cards may be        actual, physical cards, such as those used in table games of        poker or blackjack. Such cards may also include cards used in a        game played on a computing device, such as on a mobile gaming        device. For example, a player may engage in a game of poker        using his mobile gaming device. Cards which are graphically        depicted in the game may include images associated with a        promotion, such as images of products or services.    -   2.6. Audio. In various embodiments, the audio outputs of a        mobile gaming device may be used as part of a promotion. The        audio outputs may broadcast songs, jingles, voice, tunes,        narrative, sounds of products (e.g., the sounds of a horse        stamping in an advertisement for horse-back riding).    -   2.7. Promotions appear in a bonus round. The whole theme of the        bonus round could be based on the promotions. In various        embodiments images or video associated with a promotion may        appear in the bonus round of a game. The bonus round may include        any game sequence that is not part of the normal flow of the        game, and in which a player has the opportunity to win unusual        amounts of credits. For example, in a Wheel of Fortune® game, a        bonus round may include a spin of a simulated wheel in which a        player is given the opportunity to win large prizes posted on        the wheel. Promotional images may be displayed in the background        of a bonus round scene. Promotional images may also function as        characters or game tokens in a bonus round. For example, a        cereal box may be the main character in bonus round, with the        cereal box moving around a game board and landing on squares        which win money for the player. In various embodiments the theme        of a bonus round may center around a particular promotion. For        example, a bonus round set in a chocolate factory may be        designed to promote the Mars company. In various embodiments,        audio associated with a promotion may be broadcast during a        bonus round. For example, the hissing sound of a soft drink        bottle opening may be broadcast whenever the player has won more        money in the bonus round.    -   2.8. Pop-up ads. In various embodiments, pop-up boxes or windows        may be used to display videos or images associated with        promotions. Pop-up boxes or windows may include separate windows        that appear on a display (e.g., on the display screen of the        mobile gaming device) without prompting from a player. Images or        video associated with the promotion may be displayed within the        pop-up boxes or windows.    -   2.9. Housing. In various embodiments, promotions may be placed        on a casing, housing, or other hardware components of a mobile        gaming device. For example, the housing of a mobile gaming        device may be decorated in the coloring of a Coca-Cola can. In        various embodiments, promotions may be put on accessories of a        mobile gaming device, such as on a leather case of an iPod, such        as on the holster of a Blackberry™, such as on a dock of an        iPod, or on any other accessory.    -   2.10. Constraints. Symbols have inherent constraints. For        example, they consist of graphics. Symbols might be only certain        pixel dimensions, such as 20×20 pixels. In various embodiments,        a particular medium or slot for the display of images or video        may have inherent constraints. Accordingly, a marketer who        wishes to use such a medium or slot for the presentation of a        promotion may have to devise images or video which satisfy the        constraints presented by the medium. For example, an image        associated with a promotion may take the place of (or may serve        as) a symbol in a reeled slot game. As the symbol may occupy        only a small portion of the area of the display screen, the        image or video associated with the promotion may likewise be        constrained to occupy only that small area of the display        screen. The symbol may have a stated constraint in terms of        size. For example, the symbol may occupy an area of 0.36 square        inches, or an area of 20 by 20 pixels. Any image or video that        is to serve as a symbol must thus be confined to the stated area        limits. In various embodiments an image or video associated with        a promotion is constrained to occupy a certain area. The area        may be measured in terms of square inches, dimensions, square        millimeters, or in terms of any other units. In various        embodiments, the central server or other party selling        promotional opportunities to marketers may publish or otherwise        inform potential marketers of the constraints placed on various        types of promotions. For example, the central server may list        available places to display images or video and may list        corresponding size constraints. For example, the following may        be a partial list of mediums and constraints: (a) symbol, 20×20        pixels; (b) billboard in bonus round, 30×50 pixels; (c)        background left side of screen, 70×20 pixels; (d) background top        of screen, 20×80 pixels; and so on. In various embodiments, the        cost to a marketer of displaying an image or video may be based,        at least in part, on the display area of the image or video. For        example, the cost to the advertiser may be proportional to the        display area of the image or video. In various embodiments, the        cost to the marketer for a promotion may depend on other factors        as well, such as the duration for which a promotion is        presented, the point in a game at which a promotion is        presented, the number of times a promotion is presented (e.g.,        the cost per presentation may go down if there are multiple        presentations), and so on.        -   In various embodiments, there may be time constraints placed            on a promotion. For example, a promotion must last no more            than 3 seconds. Thus, any video associated with the            promotion may be constrained to lasting no more than 3            seconds. Also, any audio associated with the promotion may            be constrained to lasting no more than 3 seconds. In various            embodiments, the cost to a marketer for having a promotion            presented may depend, at least in part, on the duration of            the promotion.        -   In various embodiments, an image may be constrained to be at            least a certain size, or to occupy at least a certain area.            For example, an image may be constrained to be at least 20            by 20 pixels. In this way, the casino server can ensure that            empty space is kept to a minimum on a display screen.            Similarly a video may be constrained to take up at least a            certain amount of area. In various embodiments, an image or            video may be constrained to be exactly a particular size. In            various embodiments, an audio clip associated with a            promotion may be constrained to be exactly a particular            duration. In this way, the casino server may ensure that            there is no undesired quiet time.    -   2.11. Additional Non-Game Objects. In various embodiments, an        object that is not typically part of a game or gaming interface        may be added to a game or gaming interface as part of a        promotion. For example, representation of a can of Coke or any        other product being advertised may be added to an interface that        displays a card table. The can or other object may simulate the        placement of a can or other subject on a physical table. In some        implementations, the object may be stationary. In other        implementations, the object may move about the interface (e.g.,        the object may include a mascot that moves, dances, etc.).-   3. Player indicates his preferences in advertising. In various    embodiments, a player may influence the promotions that are    presented to him. When the player has an input into which promotions    are presented to him, the player may be more likely to respond    positively to the promotions.    -   3.1. In a game with advertising on various game elements, the        player selects the category, genre, brand or other rubric from        which ads are selected. This information on player ad        preferences may itself be valuable since the player has just        answered a survey question. For example, when the game is about        to start, the opening screen can display three options (e.g.,        three large boxes with descriptive text and graphics) to be        picked using the touch screen. In various embodiments, a player        may indicate a type, category, or other limitation on a        promotion. Promotions may then be presented to the player based        on the indicated type or category. Such a type or category may        represent a preference of the player. For example, the player        may prefer to see vacation related commercials, car related        commercials, or food related commercials. In indicating a        category of promotion, player may indicate: (a) a type of        product; (b) a type of service; (c) a price range for a product        or service; (d) a brand; (e) a manufacturer; (f) a format of the        promotion (e.g., the promotion is a movie trailer; e.g., the        promotion should last only five seconds; e.g., the promotion may        be an infomercial; e.g., the promotion should be video; e.g.,        the promotion should be audio); (g) a particular product (e.g.,        the player may wish to see a promotion about a Mercedes of a        particular model and year); (h) a particular cause (e.g., the        player may wish to see promotions for products or charities that        benefit a particular cause, such as the environment); (i) a        particular attribute of a product (e.g., the player may indicate        that he/she wishes to see only red clothes); (j) a retailer        (e.g., the player may indicate the he/she wishes to see products        from Macy's); (k) whether a promotion will promote a particular        product or service or just be informational; and so on.        -   In various embodiments, a player may indicate a category of            promotion in various ways. When first receiving a mobile            gaming device, a player may indicate a category of            promotion. The player may indicate a category by informing a            casino representative. The casino representative may then            program a setting onto the mobile gaming device such that            the mobile gaming device only presents promotions of the            category indicated by the player. The player may also make            an indication using the mobile gaming device. For example,            the player may select a category of promotion from a menu,            from a series of check boxes, or from a text box. Using a            text box, a player may key in a category of promotion, or            any description of a promotion the player so desires. For            example, the player may key in, “show me things to do in            Kansas during August”. In various embodiments, the player            may go through two or more rounds of specifying a promotion.            For example, the player may first specify a broad category            such as automobiles. The player may then specify a narrower            category, such as “cars” or “trucks”.        -   In various embodiments, a player may indicate category of            promotion via the Internet. For example, prior to a casino            visit, a player may visit the Internet. The player may            navigate a series of menus, checkboxes, text boxes, or other            input mediums in order to specify a category of promotion.            The indicated category of promotions may be stored by the            casino server. The casino server may then ensure that, while            playing, the player is only presented with promotions            falling under the given category. In various embodiments,            the mobile gaming device may filter out promotions so that            only those of a category indicated by a player are presented            to the player. In various embodiments, promotions of a            category related to that selected by the player may be            presented to the player.        -   In various embodiments, a player may indicate a new category            of promotions some time during the course of a playing            session. For example, a player may indicate that she is no            longer interested in see promotions related to jewelry, and            instead would like to see promotions related to purses. A            mobile gaming device may include a menu or icon that is            accessible during a playing session. The player may access            such a menu or icon to indicate a change to the category of            promotion.        -   In various embodiments, a player may first see one or more            promotions. The player may then indicate whether he would            like to see additional, similar promotions, or whether he            would like to see promotions of a different type. Based on            his response, new promotions may be presented to the player.            The player may once again be asked whether he would like to            see similar promotions or promotions of a different type. In            this way, the casino server may iteratively arrive at a            category of promotion that is of interest to the player.        -   In various embodiments, a player may indicate a category of            promotion. The promotions presented to the player may or may            not then all conform to the indicated category. For example,            the casino server may not necessarily have an inventory of            promotions to present to the player of the category            indicated by the player. In various embodiments, the casino            server may determine promotions that are deemed to most            closely fall within the category indicated by a player, even            if such promotions do not directly fall within the category            indicated by the player. For example, the player may            indicate a desire to see promotions related to vacationing            in the Bahamas. The casino may not have any promotions            directly on topic. However, the casino may have promotions            related to vacationing in the Virgin Islands. Thus, the            casino may present such promotions to the player. The casino            may employ algorithms for associating related concepts. The            algorithms may learn from the preferences indicated by            players. For example, if a given player indicates that he            wishes to be presented with promotions related to concept A            and concept B, then the algorithms may associate concept A            with concept B. In the future, if another player indicates            he wished to be presented with promotions related to concept            A, the casino server may present to the player promotions            related to concept B. As will be appreciated, many            algorithms could be used for deriving associations between            concepts. Any such algorithm might be used for choosing            promotions to present to a player, in various embodiments.        -   In various embodiments, a player may indicate a category of            promotion. By indicating such a category, the player may            reveal himself to be a potential customer of a merchant who            would create a promotion falling within the indicated            category. For example, a player may indicate that he wishes            to view promotions for luxury cars. By providing such an            indication, the player may reveal himself to be a potential            buyer of luxury cars. The knowledge that the player is a            potential buyer of luxury cars may be of value to a dealer            or manufacturer of luxury cars. Thus, in various            embodiments, if a merchant deals in a category of goods or            services and a player has indicated a preference to view            promotions related to that category, then the casino may            provide the merchant with the player's contact information.            The merchant may then be able to send further promotions to            the player. For example, the merchant may be able to send            promotions to the home of the player. In some embodiments, a            merchant may pay the casino to provide the contact            information of a player who has indicated interest in seeing            promotions in a category in which the merchant's products            fall.        -   In some embodiments, a merchant not be given direct contact            information for a player who has shown interest in            promotions falling within the merchant's area of business.            Rather, the casino may forward promotions from the merchant            to the player, even after the player has left the confines            of the casino. For example, the merchant may send a            promotional email to the casino, and the casino may forward            the promotional email to the player. In this way, the            player's contact information may be kept from the merchant,            and the player's privacy may be maintained.        -   In various embodiments, a player may indicate a particular            category of promotion. The casino may then find marketers            who might be expected to run promotions falling under that            category. For example, a player may indicate he wishes to            see promotions related to car insurance. The casino may then            find various car insurance companies. The casino may invite            the marketers to promote to the player. In various            embodiments, the casino may provide a general description of            the player to a marketer. For example, the casino may            provide the marketer with an age, income level, and/or other            demographic characteristic of the player. The information            about the player that is provided to the marketer may aid            the marketer in deciding whether or not to promote to the            player. Based on information about the player, marketers may            determine whether or not they wish to promote to the player.            For example, a marketer may decide based on the age of a            player whether or not the player would be likely to purchase            the marketer's product. The marketer may make a decision as            to whether or not to promote to a player simply based on the            fact that the player has shown interest in a particular            category of promotion. In various embodiments, the casino            may quote a price to the marketer to promote to a particular            player. The marketer may accept or reject the offer to            promote. In various embodiments, the casino may quote a            range of prices, each price corresponding to different            limitations on the promotions. For example, a first price            may be quoted for placing a symbol on a reel, a second price            may be quoted for filling the whole screen with a 30-second            video, and so on.        -   In various embodiments, the casino may solicit bids from            marketers to present promotions to a particular player. The            marketers that place the highest bids for a given medium or            slot may be given the opportunity to present a promotion to            the player. In various embodiments, more than one marketer            who bids may be given the opportunity to promote to a            player. The marketers with the higher bids may be given            preferential slots. For example, the marketer with the            highest bid may be given the largest screen area in which to            promote. For example, the marketer with the highest bid may            be given the longest time slot in which to have a promotion            presented.        -   In various embodiments, the casino server may contain an            inventory of promotions that are available to present to a            player. The casino server may store rules (e.g., rules            provided by the sponsor of the promotion) which describe the            criteria for presenting the promotions. A promotion may be            stored as one or more computer files, including image files,            audio files, video files, and so on. In various embodiments,            the casino may request promotions from marketers. For            example, upon receiving an indication of a category of            promotion from a player, the casino may solicit promotions            from marketers who might wish to present promotions falling            within the indicated category.    -   3.2. Sponsors or marketers may inform a player as to what        sponsored outcomes he can get. “Pick Pepsi and get free spins”.        In various embodiments, a player may be informed of a benefit he        can receive in exchange for agreeing to view a promotion. In        various embodiments, a player may be informed of a benefit he        can receive in exchange for agreeing to view a category of        promotion. In various embodiments, a marketer may be willing to        compensate a player for viewing or listening to a promotion. The        compensation may take a number of forms. Compensation may        include: (a) money; (b) gaming chips or gaming credits; (c)        increased odds of winning; (d) higher payouts (e.g., a jackpot        may be increased); (e) reduced costs of wagering (e.g., a player        may be given the opportunity to make a wager for $5 that would        normally have been $10); (f) a free game (e.g., a free spin at a        slot machine; e.g., a free game of video poker); (g) a free        opportunity to enter the bonus round; (h) hints given in a game        (e.g., in a game of video poker, a player may receive        hints); (i) a free or discounted music download; (j) a free or        discounted software download; (k) a free or discounted ring-tone        download; (l) a download of a video, cartoon, movie trailer,        animation, television pilot episode, news clip, or other        sequence; (l) a cashless gaming ticket; (m) a ticket to a        show; (n) a ticket to a movie; (o) complementary (comp)        points; (p) a voucher; (q) a gift certificate; (r) a voucher for        a free meal; (s) a free or discounted stay in a hotel room; and        any other benefits. A marketer may provide any benefit either        directly or indirectly to a player. In various embodiments, a        marketer may directly provide cash to a player in exchange for        the player agreeing to view a promotion of the marketer. In        various embodiments, a marketer may provide compensation to the        casino, and the casino may in turn provide a benefit to the        player, such as increased odds of winning. The compensation        provided to the casino may be equal to the expected cost to the        casino of providing the benefit to the player.        -   In various embodiments, two or more marketers may contribute            to a benefit which will be provided to a player. For            example, each of two automobile manufacturers may contribute            a portion of the benefit that will be provided to a player            for viewing automobile related promotions.        -   In various embodiments, a player may receive a fixed benefit            from the casino for agreeing to be presented with            promotions. The casino may then sell to marketers            opportunities to present promotions to the player. The            casino may attempt to sell such opportunities for as much            money as it can get. The casino may profit from the            difference in value between the benefit provided to the            player and the amounts received from the marketers.        -   In various embodiments, a player may be presented with a            table or other listing of benefits he might receive,            together with criteria for receiving the benefits. For            example, a table may include a first column listing            different categories of promotion. A second column in the            table may list benefits the player would receive in exchange            for being presented with such promotions. For example, a            line in the table might list, “Watch Pepsi Ads” as the            category of promotions, and “Get 10 Free Spins” as the            benefit.-   4. Triggers for promotions. Promotions may be presented at various    times and under various circumstances. In one situation, a player    may be engaged in playing a game on the mobile gaming device. A    promotion may be presented to the player on the screen while the    game is occurring (e.g., the promotion is presented as a symbol;    e.g., the promotion is presented on screen space to the side of the    screen space displaying the game), on the screen between games, on    the screen while a resolution of a game is pending, as an audio    broadcast during the game, and so on. In one situation, a player may    not be engaged in playing a game and promotions may be presented to    on the mobile gaming device. Promotions may be presented    continuously, periodically, sporadically, when the mobile gaming    device comes to a particular location, and so on.    -   4.1. Broadcasting of advertising content to others physically        near a player. If a player is near others, the volume on your        device can go up so that others hear the advertising on your        device. “You have just won a FREE COKE”. In various embodiments,        a promotion may be triggered by the presence of a nearby human        being. The nearby human being may be someone other than the        player of the mobile gaming device which is presenting the        promotion. For example, if the mobile gaming device detects the        presence of a human being other than the player, the mobile        gaming device may broadcast a promotion. In various embodiments,        the mobile gaming device may broadcast a promotion in response        to the presence of any human being, including the player of the        mobile gaming device. A mobile gaming device may detect the        presence of another human being in various ways. The mobile        gaming device may include a microphone. The microphone may pick        up ambient audio signals. The mobile gaming device may analyze        ambient audio signals for tell-tell human sounds, such as the        sound of a voice, the sound of breathing, the sound of steps,        and so on. For example, the mobile gaming device may use special        software which is tuned to recognize voice signals. The mobile        gaming device may recognize the presence of humans by other        means. For example, the mobile gaming device may include a heat        or infrared sensor. The mobile gaming device may use such a        sensor to pick up the heat signatures of humans. In various        embodiments, the mobile gaming device may include a camera. The        camera may periodically snap pictures of its surroundings. The        mobile gaming device may include image processing software for        analyzing the pictures. The image processing software may have        the capability to recognize images associated with humans. In        various embodiments, the mobile gaming device may recognize the        presence of humans via devices associated with the humans. For        example, the mobile gaming device may recognize the signal from        a nearby cell phone, e.g., by receiving the signal at an antenna        associated with the mobile gaming device. Presumably, the cell        phone is being carried by a human. Thus, by recognizing the        presence of a cell phone, the mobile gaming device may be        indirectly recognizing the presence of a human. In various        embodiments, the mobile gaming device may recognize the presence        of another mobile gaming device. Presumably, the other mobile        gaming device is being held or carried by another human. Thus,        by recognizing another mobile gaming device, the first mobile        gaming device may indirectly recognize the presence of another        human.        -   In various embodiments, upon recognizing the presence of            another human, the mobile gaming device may present a            promotion. The promotion may thereby have the chance of            being perceived not only by the player of the mobile gaming            device, but also by the other human who is in proximity to            the mobile gaming device. The effect of the promotion may            thereby be amplified.        -   In various embodiments, upon recognizing the presence of            another human, the mobile gaming device may increase the            volume with which a promotion is presented. The increased            volume may make it more likely that the other human will            perceive the promotion.        -   In various embodiments, upon recognizing the presence of            another human, the mobile gaming device may increase the            brightness of a display. Increasing the brightness of its            display may make it more likely that the other human may            perceive the graphics on the display. Such graphics may            include graphics associated with promotions.    -   4.2. Broadcasting with more light in a brightly-lit environment        (e.g., in the pool). In various embodiments, a mobile gaming        device may increase the brightness of its display based on the        strength of ambient light. For example, the mobile gaming device        may increase the brightness of its display as the brightness of        ambient light increases. For example, the mobile gaming device        may make its display bright if the mobile gaming device is        outside in the sunlight, while the mobile gaming device may make        its display dimmer when the mobile gaming device is within a        casino. In various embodiments, a mobile gaming device may        include alight sensor. The sensor may detect ambient light        conditions. Based on readings from the sensor, the mobile gaming        device may either increase or decrease the brightness of its        display. In various embodiments, increasing the brightness of a        display may make it easier for a player of the mobile gaming        device to perceive promotions and/or other graphics while in the        presence of bright light. In various embodiments, decreasing the        brightness of its display may allow the mobile gaming device to        increase battery life. Thus, in various embodiments, the mobile        gaming device may decrease the brightness of its display in        areas where a bright display is not needed, such as indoors.    -   4.3. Somebody near you wins. For example, someone on slot        machine nearby wins. Your mobile device says, “You can have that        too, if you'll just . . . ” In various embodiments, a promotion        may be presented to a first player of a mobile gaming device        based on the game results of a nearby player. The nearby player        may be a player of a slot machine, video poker machine, mobile        gaming device, or any other gaming device. The nearby player may        have just: (a) won a game; (b) won a large payout (e.g., a        payout of 40 or more coins); (c) won a jackpot; (d) entered into        a bonus round; (e) had a near miss; (f) lost a game; (g) run out        of money; (h) cashed out; or may have been involved in any other        game event or outcome. Based on the game event, result, or        outcome of the nearby player, promotion may be presented to the        first player.        -   In various embodiments, if the nearby player has had a            favorable outcome, then a promotion may be presented to the            first player. The promotion may offer the first player the            opportunity to experience a similar outcome as has the            nearby player, if the first player will only engage in some            activity. The activity may include viewing ad advertisement            or presentation, test driving an automobile, answering a            survey question, testing or sampling a product or service,            providing some information about him or herself (e.g.,            demographic information), providing contact information            about himself, providing contact information about another            person (e.g., a friend; e.g., a family member), and so on.            Thus, for example, the first player may have the opportunity            to experience an outcome similar to the outcome that the            nearby player has just experienced if the first player would            only view a ten-minute promotion on his mobile gaming device            and answer two survey questions related to the promotion.        -   In various embodiments, a mobile gaming device may determine            the results or outcomes of a nearby player in various ways.            The mobile gaming device may transmit to the casino server            its location. The casino server may determine a gaming            device that is proximate to the location of the mobile            gaming device. The casino server may determine an outcome            that has just occurred at the gaming device. The casino            server may transmit to the mobile gaming device an            indication of the outcome.        -   If the first player accepts the offer of his mobile gaming            device, then the mobile gaming device may allow the first            player to engage in the activity. For example, the mobile            gaming device may present a ten-minute promotion and then            present survey questions about the promotion for the first            player to answer. Once the first player has successfully            engaged in the activity, the mobile gaming device may            provide the first player with the same outcome as had been            achieved by the nearby player. For example, if the nearby            player had won a payout of 50 credits, the first player may            be given 50 credits. For example, if the nearby player had            won entry into a bonus round, then the first player may be            given entry into the bonus round.    -   4.4. You win an outcome. In various embodiments, a promotion may        be presented to a player if the player has achieved a winning        outcome. A promotion may be presented to a player if the player        has: (a) received a positive payout; (b) received a payout that        is greater than the amount wagered; (c) received a payout that        exceeds a certain threshold (e.g., 10 coins); (d) achieved entry        into a bonus round; and so on. The time when a player achieves a        winning outcome may be an opportune time to present a promotion        to the player, because the player may be in a good mood. The        player may thereby be more receptive to the message of the        promotion. The player may also transfer the positive feelings        associated with the winning outcome to the subject of the        promotion. For example, if a particular brand of potato chips is        presented to a player right after the player has achieved a        winning outcome, then the player may associate those potato        chips with the positive feeling of winnings.        -   In various embodiments, a marketer may pay more to have its            promotion presented if the promotion is presented following            a winning outcome. This may occur because the player may be            more likely to have positive feelings associated with the            promotion following a winning outcome than following a            non-winning outcome. Thus, in various embodiments, a            marketer may pay a first amount to have a presentation            promoted at a first time not following a winning outcome,            and may pay a second amount which is greater than the first            amount to have the promotion presented at a second time            following a winning outcome.    -   4.5. You win a big payout. In various embodiments, a promotion        may be presented to a player if the player has won a large        payout. A large payout may be defined as a payout exceeding X        credits, where X may be e.g., 50, 100, 1000, or any threshold        number of credits. In various embodiments, a large payout may be        defined as a payout whose quantity is greater than X multiple of        the amount wagered, where the multiple may be e.g., 50, 100,        1000, or any threshold multiple.    -   4.6. You win a certain amount. In various embodiments, a        promotion may be presented to a player if the player has won a        certain aggregate amount. The aggregate amount may represent        total payouts over a certain period less amounts wagered. The        aggregate amount may represent total payouts regardless of        amounts wagered. For example, a promotion may be presented to a        player if the player has won 100 coins net of amounts wagered        over the past hour.    -   4.7. You have a near miss. In various embodiments, a promotion        may be presented to a player if the player has had a near miss.        For example, if the player has achieved four cards to a royal        flush, if a person has achieved four out of five required        jackpot symbols, or if a person has landed one spot away on a        spinning wheel from the jackpot space, the player may be        presented with a promotion. The promotion may read, “Oh, so        close—well, at least you can rent a car for only $20 per day at        Jim's car rental.” In some embodiments, a promotion may offer        the player the chance to achieve the missed outcome if the        player will perform some activity. For example, if the player        agrees to spend a day in a cabin in a retirement community, the        player may receive a payout as if he had achieved the nearly        missed outcome.        Location. In various embodiments, a promotion may be triggered        by the location of a player. In various embodiments, a promotion        may be presented to a player if the player is in a first        location, but not if the player is in a second location. In        various embodiments, a first promotion may be presented to a        player if the player is in a first location, and a second        promotion may be presented to the player if the player is in a        second location. In various embodiments, a promotion may be        presented to a player if the mobile gaming device of the player        is in a particular location. The player may be assumed to be in        the same location as the player.    -   4.7.1. Walk by a store. In various embodiments, a promotion may        be triggered as a mobile gaming device comes into the proximity        of a store. The promotion may show images or video depicting        products in the store. The promotion may present text        descriptions of store items. The promotion may describe        available discounts within the store. In various embodiments, a        promotion may be triggered as a mobile gaming device comes into        proximity of any retailer, such as a store, a restaurant, a        roadside stand, a gas station, a car repair shop, and so on.        Proximity may be defined, in various embodiments, as being        within 100 feet, as being on the same block, as being within        sight, as being within walking distance, as being within a mile,        as being directly in front of, or as any other appropriate        distance range.        -   In various embodiments, a promotion may include an offer of            a benefit if the player of the mobile gaming device walks            into the retailer, buys a product at the retailer, tests a            product at the retailer, or otherwise interacts with the            retailer. The benefit offered may include: (a) money; (b)            gaming chips or gaming credits; (c) increased odds of            winning; (d) higher payouts (e.g., a jackpot may be            increased); (e) reduced costs of wagering (e.g., a player            may be given the opportunity to make a wager for $5 that            would normally have been $10); (f) a free game (e.g., a free            spin at a slot machine; e.g., a free game of video            poker); (g) a free opportunity to enter the bonus round; (h)            hints given in a game (e.g., in a game of video poker, a            player may receive hints); and so on. Thus, for example, a            player of a mobile gaming device may receive an offer of 10            free spins in a game of slots if he walks into a retailer.        -   In various embodiments, a representative of a retailer, such            as a store owner or manager, may be informed as a mobile            gaming device approaches the store. The representative of            the retailer may have the opportunity to decide on an offer            for the player in substantially real time. For example, the            representative may determine whether any items in the store            are currently overstocked. The representative may            accordingly offer the player a special discount on such            items. The representative may also be given information            about the player. For example, the representative may            receive information about the player's age, race, marital            status, gender, and so on. The representative may also            receive information about recent outcomes achieved by the            player. The representative may use such information in            tailoring a promotion for the player. For example, if the            player is a man, the store owner may offer him a discount on            a tie. If the player is a woman, the store owner may offer            her a discount on a blouse. The mobile gaming device may            transmit information about the player to nearby stores, thus            allowing store representatives to learn information about            the player. In various embodiments, the mobile gaming device            may transmit to a nearby retailer a player identifier, such            as a player name. The retailer may transmit to the casino            server the player identifier. The retailer may thereupon            receive from the casino server further information about the            player. Information received about a player may include: (a)            the last outcome achieved by the player; (b) the last large            outcome received by the player; (c) total winnings for the            player in the past X period of time (e.g., total winnings            for the player in the last 10 minutes, the last day, the            last hour, the last two days, etc.); (d) net or gross            winnings for a player in the last X period of time; and so            on.        -   In various embodiments, a retailer may include a retail            computer or retail server. The computer or server may            execute algorithms for determining a promotion for a passing            player. The promotion may be determined based on conditions            within the store. The promotion may also be determined based            on information received about the player. For example, the            promotion may be determined based on whether the player has            recently won a significant amount of money while gambling.            For example, if a player has won a large amount of money            recently, the store may promote to the player a relatively            expensive product. The idea behind the promotion may be that            the player is in a good spending mood in light of his recent            good fortune. The retail server may receive signals from the            mobile gaming device and/or from the casino server, with            such signals describing information about the player. The            retail server may use such information to automatically            determine a promotion for the player. The promotion may be            automatically transmitted to the mobile gaming device of the            player. The promotion may then appear on the screen of the            mobile gaming device. The promotion may be broadcast using            speakers of the mobile gaming device.        -   In various embodiments, the retail server may determine a            promotion for the player. The retail server may display an            indication of the promotion to a representative of the            retailer. The representative may then communicate the            promotion to the player. For example, the representative may            walk out in front of the retail establishment, greet the            player, and present the promotion to the player (e.g., offer            the player a discount on a product within the store).        -   In various embodiments, a retailer and/or the casino server            may track purchase data from players. For example, the            retailer and/or the casino server may maintain a database.            The database may include information about a player coupled            with data describing an amount a player spent (e.g., on            products or services), a type of product purchased by the            player (e.g., clothes; e.g., shoes; e.g., jewelry); whether            or not a player tested a product or service, whether or not            a player walked into a store, whether or not a player            indicated interest in an item, and so on. Data about a            player may include data describing player demographics,            including age, race, gender, income, marital status, and so            on. Data about the player may also include data about            gambling results of the player, possibly including recent            outcomes achieved, recent amounts won, amounts won in the            last X period of time, total payouts less total amounts            wagered in the last X period of time, amounts wagered,            amounts wagered per game, and so on. The database may thus            include demographic information about a player, information            about the gambling results of the player, and purchasing            results of the player. The database may contain such            information about a large number of players. For example,            the database may contain one record for each player. Each            record may include information about a player's            demographics, purchasing information, and information about            gambling results achieved.        -   In various embodiments, an algorithm may be used to derive            correlations between two types of information such as            purchasing decisions and gaming outcomes achieved prior to            the purchasing decision. For example, algorithms may be used            to determine correlations between amounts won while gaming            during a given period of time, and amounts spent at a            retailer following the period of time. The output of the            algorithm might indicate, for example, that the more a            player wins during the hour prior to visiting a retail            store, the more the player is likely to spend at the retail            store. The output may indicate that after play of a certain            type of game for a certain period of time, a player of a            certain age and gender is likely to be effected by a certain            type of promotions.        -   In general, given historical information about players'            gaming outcomes and purchasing decisions, and given            information about a particular player's recent gaming            performance (or gaming performance over more than just the            recent past), algorithms may be used to predict the            particular player's likely purchasing decisions. Such            algorithms may be used to predict a player's likely response            to promotions. For example, a representative of a retail            establishment may receive information about an approaching            player. The information may indicate that the player has won            a jackpot in the last hour. The retailer may key that            information into a predictive algorithm. The algorithm may            tell the retailer that the player is more likely than a            typical person to want to purchase an expensive item. The            algorithm may further recommend an item to offer to the            player. The algorithm may have access to a database or other            listing of store items. The algorithm may have access to a            database or other listing of prices, costs, or other            measures of value of store items. Based on predictions of            the player's spending, and based on the descriptions of            items and their values, the algorithm may determine which            item to offer to the player. The algorithm may output a test            description of such item to the store representative. The            representative may approach the player and inform the player            that this item is available and even that the player may            receive a special discount on the item. In some embodiments,            the algorithm may transmit a promotion directly to the            mobile gaming device of the approaching player. For example,            the algorithm may transmit a promotion indicating that a            fine coat is available only to that player for $700.        -   In various embodiments, data recorded about a player may            include data describing promotions presented to the player.            Data recorded and/or stored may further include data            describing a player's reaction to the promotions presented            to him. Algorithms may be used to correlate information            about the players' recent gaming outcomes to players'            reactions to promotions. For example, an algorithm may find            that a player is more likely to respond to humor-based            promotions when the player has just won money, and that a            player is more likely to respond to value-based promotions            when the player has just lost money. Thus, algorithms may be            used to predict which promotion or type of promotion would            be most effective given a player's recent gaming outcomes.        -   In various embodiments, information about a player's gaming            outcomes may be received at a retail computer from the            player's mobile gaming device. In various embodiments,            information about a player's gaming outcomes may be received            at a retail computer from the casino server.        -   In various embodiments, algorithms used to predict which            products a player might like to purchase may be executed by            the casino server. In various embodiments, algorithms used            to predict which products a player might like to purchase            may be executed by a retail server. Such algorithms may, in            various embodiments, be executed by the player's mobile            gaming device. In various embodiments, one or more human            representatives may work in conjunction with predictive            algorithms in order to determine a particular promotion for            a player. For example, a predictive algorithm may determine            a price range of a product that should be offered to a            player. Based on that price range, a representative may            determine a particular product to offer to the player, given            the representative's knowledge of different product pricing.            As another example, a predictive algorithm may determine a            type of promotion (e.g., video; e.g., audio; e.g., still            image; e.g., 30-second; e.g., 5-second; e.g., offer of a            discount; etc.). A human, such as a representative of a            retailer, may determine the exact promotion to send to the            player. In various embodiments, a human may make alive            presentation of a promotion. For example, a representative            of a retailer may call a player on his mobile gaming device.            The mobile gaming device may, for example, function as a            cellular telephone. The human may make a sales pitch to the            player. A human may also present a promotion via text. In            various embodiments, the determination and presentation of a            promotion may be done automatically, without any human            intervention. For example, a player with a mobile gaming            device may approach a retail store while walking in the            hallways of a mall. The mobile gaming device may detect its            own coordinates using an internal positioning system. The            mobile gaming device may transmit its coordinates to a            casino server. The casino server, based on the coordinates,            may determine that the mobile gaming device is near to a            particular retail store. The casino server may have            previously received information about gaming outcomes of the            player via signal from the mobile gaming device. The casino            server may thereupon use information about the player's            recent gaming outcomes, together with information about the            products at the retail store, to derive a promotion for the            player. The casino server may transmit such a promotion to            the player. In some embodiments, the casino server may            transmit the promotion to the retail store. The retail store            may then relay the promotion to the mobile gaming device of            the player. As will be appreciated, information about a            player, such as information about outcomes achieved by the            player, may be received at various locations, such as at a            retail store or at a casino server. Similarly, as will be            appreciated, a promotion can be determined at several            places, including at a casino server, mobile gaming device,            or at a retail store. The promotion may be transmitted to            the mobile gaming device of the player from several places,            such as from the retail store or from the casino server. In            various embodiments, the mobile gaming device may store            information internally about a retail store. For example,            the mobile gaming device may store possible promotions that            might be available from a retail store. The mobile gaming            device, based on gaming results of the player of the mobile            gaming device, may determine which of the internally stored            promotions to actually present to a player. The mobile            gaming device may employ predictive algorithms in making the            presentation.        -   In various embodiments, information about purchasing habits            of players may be shared among retail establishments. For            example, a large database may be assembled from data            gathered at several retail establishments. The database may            include records for various players, some of whom have made            purchases at a first retail establishment, and some of whom            have made purchases at a second retail establishment. The            larger sample size of such a database, as opposed to a            database with customers of just a single retail            establishment, may make it possible to come up with better            predictive algorithms for a player's purchasing decisions.

Perspectives for the Determination of Offers for Retail Establishments

-   -   In various embodiments, a casino server may determine one or        more outcomes for a player of a mobile gaming device. The casino        server may transmit such outcomes to the mobile gaming device.        The mobile gaming device may present such outcomes to the        player.    -   The casino server may track the location of the mobile gaming        device. The casino server may determine when the mobile gaming        device is proximate to a retail establishment.    -   The casino server may receive data from the retail        establishment. For example, the POS terminal of the retail        establishment may indicate inventory levels of various products,        and communicate the inventory levels to the casino server. The        retail establishment may communicate other data, such as data        about product values, product wholesale costs, expected delivery        dates of new products, historical demand for products, customer        traffic at the retail shop, and any other pertinent data.    -   The casino server may use the data received from the retailer to        determine promotions on behalf of the retail establishment. For        example, if the retailer has an excess of a certain product, the        casino server may determine a promotion which offers the product        at a discount.    -   Based on an outcome generated for a player of a mobile gaming        device, the casino server may determine a promotion for the        player of the mobile gaming device. The casino server may        determine a first promotion if a first outcome is generated, and        a second promotion if a second outcome is generated. For        example, if the outcome generated is a winning outcome, the        casino server may determine a promotion which advertises an        expensive product. If the outcome generated is a losing outcome,        the casino server may determine a promotion that offers a        discount to the player.    -   The casino server may determine a promotion to present to a        player of a mobile gaming device based on the fact that a player        is within a certain distance of the retail establishment, or        based on the fact that the player is within a certain geographic        region, area, or locality. For example, the casino server may        transmit a promotion to the mobile gaming device of a player for        presentation only if the player is within 50 feet of the retail        establishment that is being promoted.    -   Thus, a casino server may determine an outcome which has been        generated for a player of a mobile gaming device. The casino        server may receive data from a retail establishment. The casino        server may determine a distance between the mobile gaming device        and the retail establishment. Based on these factors, the casino        server may determine a promotion which promotes the retail        establishment to the player. The casinos server may cause the        promotion to be presented to the player via the mobile gaming        device of the player. For example, the casino server may        transmit data to the mobile gaming device, where such data        describes or encodes the promotion. The mobile gaming device may        then present the promotion to the player.    -   In various embodiments, a retail establishment may receive an        indication that a mobile gaming device is in proximity to the        retail establishment. The indication may be received via direct        communication from the mobile gaming device, or via        communication from the casino server (e.g., the casino server        may determine that the mobile gaming device is in proximity to        the retail establishment and may communicate such information to        the retail establishment). The retail establishment may        determine a promotion for the player of the mobile gaming        device. The retail establishment may determine such promotion        based on various data, such as inventory levels, future delivery        dates for new products, wholesale costs, ability to return        unsold items, and so on. The retail establishment may also        receive an indication of an outcome achieved by the player of        the mobile gaming device. The retail establishment may receive        any information about a player's results, including an        indication of recent winnings, an indication of a gross amount        won, an indication of a net amount won, and so on. The retail        establishment may determine a promotion for presentation to the        player based on an outcome received by the player. The retail        establishment may determine a promotion for presentation to the        player based on any historical results of the player. The retail        establishment may determine a promotion based both on the        historical results of the player and based on the fact that the        player is proximate to the retailer. For example, if the player        is proximate to the retail establishment and the player has just        won a large payout, then the retail establishment may determine        a promotion which highlights a luxury product of the retail        establishment. The retail establishment may transmit the        promotion to the mobile gaming device. The retail establishment        may transmit the promotion to the casino server. The casino        server may then transmit the promotion to the mobile gaming        device.    -   In various embodiments, the mobile gaming device may receive        information from a retail establishment. The information may        include information about inventory levels, current customer        traffic levels, historical customer traffic levels, or any other        pertinent information. The mobile gaming device may determine        whether or not it is near to the retail establishment. If the        mobile gaming device is near to the retail establishment, then        the mobile gaming device may determine a promotion to present to        the player, the promotion serving to promote products or        services of the retail establishment. The promotion may be        determined based on information provided by the retail        establishment. The information provided by the retail        establishment may be transmitted directly from the retail        establishment to the mobile gaming device. The information        provided by the retail establishment may be transmitted first to        the casino server and then to the mobile gaming device. In        various embodiments, the retail establishment may determine        whether or not the mobile gaming device is near to the retail        establishment. The retail establishment may then inform the        mobile gaming device, either directly or through the casino        server. In various embodiments, the casino server may determine        whether the mobile gaming device is near to the retail        establishment. The casino server may inform the mobile gaming        device if it is near the retail establishment.        -   4.7.1.1. Use the mobile gaming device as an automatic,            custom tailored coupon. An individualized coupon. In various            embodiments, a mobile gaming device may store coupons, gift            certificates, or other tokens which confer value or            discounts. Coupons may be transmitted to a mobile gaming            device at various times. In various embodiments, a player            may win coupons, gift certificates, or other benefits while            playing a game. For example, if a player lines up three            “Macy's” symbols on a slot machine, the player may win a            $100 gift certificate to Macy's. In various embodiments, the            coupons, gift certificates, or other tokens of value may be            stored in electronic form on a mobile gaming device. In            order to use the coupons, gift certificates, etc., at a            retail establishment, the player may bring his mobile gaming            device to a retail establishment. The mobile gaming device            may communicate information about the coupon, gift            certificate, or other token to a computer of the retail            establishment. The communication may occur in various ways.            For example, the mobile gaming device may communicate to the            computer of the retail establishment a sequence of bits that            uniquely identifies a particular certificate, coupon, etc.            In various embodiments, a mobile gaming device may display            on its display screen a bar code which identifies a coupon,            gift certificate or other token of value. The bar code            displayed on the display screen of the mobile gaming device            may be scanned by the retail establishment, e.g., using a            typical bar code scanner. In this way, the player may carry            around coupons, or gift certificates on his mobile gaming            device. The player may redeem them at retail establishments            from his mobile gaming device.            Proximity to another mobile device. In various embodiments,            proximity to a second mobile gaming device may trigger the            presentation of a promotion in a first mobile gaming device.            When the second mobile gaming device is near, the promotion            at the first mobile gaming device may be seen or heard by            the player of the second mobile gaming device.    -   4.7.2. Referral tracking through mobile devices, mobile device        tag. In various embodiments, a player may share a promotion with        one or more other players by specifically targeting their mobile        devices for a promotion (e.g., through a targeting interface, by        moving close to the other players, by lining up the mobile        devices, etc.). In some embodiments, the targeted players may        agree to receive the promotion or reject the promotion. In some        embodiments, a player may received increased rewards by        targeting more players with a promotion. To receive the rewards,        the targeted players may have to accept the promotion, act on        the promotion, further target the promotion for transmission to        another player, and/or take any other action. A player may        decrease rewards for targeting players that reject a promotion        so that the player does not randomly target all players, but        rather puts effort into discussing the promotion with players.        In some embodiments, a player may tag other players' devices        with a promotion (e.g., by touching the device with his or her        device, by pressing a target button, and so on). A tagged device        may display a promotion for some length of time, until a tag is        removed (e.g., by the tagger, by the player of the mobile        device, etc.), etc. In some embodiments, a special promotion or        other reward may become active if a player tags a threshold        number of other devices. In some embodiments, a tagged player or        targeted player may tag or target further players. The    -   4.8. Time. In various embodiments, time may serve as a trigger        for a promotion. For example, a promotion may be triggered at a        certain time of day, at a certain date, or at a certain year. As        another example, a time since an event may serve as a trigger.        For example, a promotion may be triggered 5 minutes after the        last promotion has been presented.        -   4.8.1. A certain amount of time has elapsed since the last            promotion. In various embodiments, a promotion may be            triggered once a certain amount of time has elapsed from a            prior promotion. The prior promotion may be any promotion.            For example, a current promotion may be triggered to be            presented once one minute has elapsed since the last            promotion on a mobile gaming device was presented. The prior            promotion may be a promotion of the same type or category.            For example, a promotion for toothpaste might be triggered            when it has been 30 minutes since the last promotion for            toothpaste. The same promotion may be triggered, however,            when only 1 minute has lapsed since the last unrelated            promotion. By creating a greater time spacing between            promotions of the same type, player boredom may be            alleviated. In various embodiments, when a certain minimum            time gap is kept between the presentation of any promotion,            player annoyance may be alleviated. In various embodiments,            when a certain maximum time gap is allowed between the            presentation of promotions, player exposure to promotions            may be increased and thus revenues for the casino and for            the marketers may be increased.        -   4.8.2. It is a certain time of day. For example, advertise            food during lunch time. In various embodiments, the            presentation of a promotion may be triggered by the time of            day. Products which are typically purchased during a            particular time of day may be promoted during that time of            day. A promotion for breakfast may be triggered early in the            day, such as at 7:00 am. A promotion for lunch may be            triggered at 11:45 am. A promotion for an evening show may            be triggered at 6:00 pm. A promotion may be triggered based            on a merchant's business hours. For example, a promotion for            a merchant's products may be triggered for presentation at            the time the merchant opens for business.        -   4.8.3. Ambient conditions (e.g., temperature). In various            embodiments, a promotion may be triggered based on ambient            conditions. A promotion may be triggered based on the air            temperature. If the air temperature is over 90 degrees            Fahrenheit, for example, a promotion for a soft drink may be            triggered. A mobile gaming device may contain a temperature            sensor. Readings from the temperature sensor may be used to            trigger promotions. In various embodiments, a mobile gaming            device may contain other sensors for sensing or determining            ambient conditions. A mobile gaming device may contain            humidity sensors for detecting ambient humidity or rain            conditions. A mobile gaming device may contain light sensors            for detecting ambient brightness, cloudiness, and so on. A            mobile gaming device may contain microphones for detecting            ambient noise conditions. In various embodiments, promotions            of a certain form may be presented depending on ambient            conditions. For example, if ambient noise levels are high,            then a primarily visually-based promotion may be triggered            for presentation. If ambient noise levels are low, then a            promotion which includes audio components may be presented.            Thus, in various embodiments, a mobile gaming device, a            casino server, or another entity may determine ambient noise            levels in the vicinity of a mobile gaming device. Based on            the ambient noise levels, a promotion may be selected for            presentation. The selection process may consider whether the            promotion has audio components to it. In various            embodiments, ambient brightness levels may be used to            determine what types of promotions will be presented. If            ambient brightness levels are high, promotions with a            greater audio component may be presented. For example, in a            bright, sunlit environment, a mobile gaming device may be            more likely to present promotions with a higher audio            component. In a dim environment, a mobile gaming device may            be more likely to present promotions with more of a visual            component.            -   In various embodiments, rules, customs, regulations, and                other conditions may determine which promotions may be                used. For example, a mobile gaming device may be inside                a theater where a show is in progress. In such an                environment, a promotion with an audio component may be                distracting to surrounding patrons of the theater. Thus,                the mobile gaming device may determine promotions that                have little or no audio components. It should be                understood that selecting a promotion with no audio                component may include selecting a promotion with an                audio component and suppressing the audio component. For                example, if the mobile gaming device determines that it                should present a promotion with no audio component, the                mobile gaming device may select a promotion that                previously had an audio component and mute the audio                component. Further, it should be understood that                selecting a promotion that does not have a visual                component may include selecting a promotion with a                visual component and suppressing the visual component.            -   In various embodiments, the mobile gaming device may                receive signals from a casino server describing rules,                customs, regulations, and so on in the vicinity of the                mobile gaming device. Based on such signals, the mobile                gaming device may determine whether a particular                promotion is suitable for presentation. In various                embodiments, based on the location of a mobile gaming                device, a casino server may instruct the mobile gaming                device directly as to whether or not certain promotions                may be presented. For example, the casino server may                transmit to a mobile gaming device instructions                explicitly forbidding the presentation of a particular                promotion, or explicitly instructing the mobile gaming                device to present a particular promotion.            -   In various embodiments, a casino server may send to a                mobile gaming device promotions that are appropriate for                presentation based on the conditions in the vicinity of                the mobile gaming device. For example, the casino server                may receive position information from the mobile gaming                device. The casino server may then determine what an                appropriate promotion is based on the location of the                mobile gaming device. For example, if the mobile gaming                device is located in a conference room during the time                of a conference, the casino server may determine that an                audio promotion is inappropriate. Accordingly, the                casino server may only transmit to the mobile gaming                device a promotion with a video component.            -   In various embodiments, if ambient conditions include                rain, then a promotion for umbrellas may be shown. If                ambient conditions include rain, then promotions for                indoor activities (e.g., for shows) may be triggered. In                various embodiments promotions may be suppressed based                on ambient conditions. For example, if ambient                conditions include rain, then promotions for outdoor                tours may be suppressed.            -   In various embodiments, ambient conditions surrounding a                mobile gaming device may be detected by the mobile                gaming device. In various embodiments, ambient                conditions may be detected by some other entity, such as                by a weather service. The mobile gaming device may                receive signals about ambient conditions from other                entities, such as from a weather service or such as from                a casino server. The mobile gaming device may then use                such information in determining which promotions to                present. In various embodiments, a mobile gaming device                may simply be instructed as to what promotions to                present. The determination as to which promotions to                present may be made by some other entity, such as by a                casino server. The casino server, may, in turn, use                information about ambient conditions in determining                which promotions should be presented.        -   4.8.4. Based on the player's own stated interests. In            various embodiments, the interests of a player of a mobile            gaming device may serve to trigger which promotions are            presented at the mobile gaming device. For example, if a            player is interested in cars, promotions relating to cars            may be presented. For example, if a player is interested in            sports, promotions for sports tickets, fantasy sports            leagues, or sports memorabilia may be presented. In various            embodiments, a player's interests may be deduced in various            ways. A player may be asked about his interests. A player            may be asked about his interests when he first checks out a            mobile gaming device, when he first starts playing games at            a mobile gaming device, during the course of a gaming            session, or at any other time. A player's interests may be            deduced from the actions of a player. For example, suppose a            promotion is shown to the player. If the player responds to            the promotion, e.g., by touching the display screen in an            area labeled “touch here to get more information about this            product”, then the player may be assumed to be interested in            products related to the product which is the subject of the            promotion. Player interests may also be deduced through            other means. For example, the player may make purchases at a            retailer. The retailer may forward the name of the player to            the casino server, possibly including with the player's name            an indication of the products the player has purchased. The            casino server may then assume that the player has interest            in products similar to those purchased at the retailer.        -   4.8.5. You are in between games. In various embodiments, the            trigger for a promotion may be that a game on a mobile            gaming device has finished. For example, a particular            promotion may be best suited only to occur between games.            For example, the promotion may require the full area of the            display screen of the mobile gaming device. For example, the            promotion may require the full attention of the player. In            various embodiments, a promotion may be presented if a game            has finished and new game has not been started within a            predetermined period of time. For example, if a player has            completed a game and not started the next game in five            seconds, then a mobile gaming device may trigger the            presentation of a new promotion. A player may be more            receptive to a promotion if the player is not currently            involved in a game.    -   4.9. Poor connectivity. For example, if you can't be connected        to the server at the moment, then show an advertisement. In        various embodiments, a promotion may be presented if there is        any disruption in communication or connectivity between the        mobile gaming device and the casino server. In various        embodiments, the mobile gaming device may be required to        maintain communication with the casino server while allowing a        player to engage in gaming activities. For example, the casino        server may be required to continuously verify that the mobile        gaming device is on the premises of the casino in order for a        player of the mobile gaming device to be allowed to engage in        gaming activities. Thus, if there is a disruption in the        communication, the mobile gaming device may be prevented from        allowing the player to game. A disruption in communication might        then present a good opportunity for the presentation of        promotions, since the player may not be able to play games.    -   4.10. Amount of battery life left. In various embodiments, the        amount of battery life left in a mobile gaming device might        influence whether or not a promotion is presented. In various        embodiments, the amount of battery life left in a mobile gaming        device may influence which promotion is presented. In various        embodiments the amount of battery life left in a mobile gaming        device might influence the manner in which a promotion is        presented. Presenting a promotion may require battery power. For        example, audio associated with a promotion may require that a        speaker of a mobile gaming device be powered in order to        generate the audio output. As another example, presenting a        promotion between games may require power for illuminating the        display screen. As another example, in various embodiments,        presenting a promotion may first require downloading the        promotion from a casino server. For instance, the casino server        may transmit to the mobile gaming device image and audio files        to be played as part of the promotion. The downloading process        may require wireless communication, which may use up battery        power of the mobile gaming device. In situations where remaining        battery power is low, the conservation of such battery power        might allow a player to play extra games at the mobile gaming        device before the battery runs out. This may result in extra        revenue for the casino, as well as reduced frustration for the        player. Therefore, in various embodiments, when the power left        in a battery goes below a certain threshold, a promotion may be        suppressed. In various embodiments, when the power left in a        battery goes below a certain threshold, a promotion which        requires less battery power to present may be favored for        presentation over a promotion that requires more battery power        to present. Given two promotions of equal priority, the mobile        gaming device may be less likely to present the one which        requires more power the less battery life there is remaining. In        various embodiments, based on the battery power remaining in the        battery of a mobile gaming device, the mobile gaming device may        vary the manner in which a promotion is presented. In various        embodiments, if the battery power is low, images associated with        the promotion may be dimmed. In various embodiments, if battery        power is low, audio associated with the promotion may be played        at a low volume, or may not be played at all. In various        embodiments, if battery power is low, a promotion may be        truncated, or otherwise compressed. For example, a five-second        version of a video advertisement may be played rather than the        full-length 15-second version. In various embodiments, battery        life remaining, battery power remaining, energy remaining, and        other metrics may all be used in determining whether or not a        promotion should be presented, which of two or more promotions        should be presented, and the manner in which a promotion will be        presented. In various embodiments, if battery life is below a        certain threshold, promotions that are stored locally on the        mobile gaming device may be favored over promotions that must be        newly downloaded from the casino server or from some other        device. In this fashion, the power costs associated with        downloading a promotion may be saved.    -   4.11. Amount of money left. In various embodiments, the amount        of money a player has remaining may influence what promotion is        presented. The amount of money a player has remaining may also        influence whether or not a promotion is presented. In various        embodiments, if a player has a relatively small amount of money        left, promotions may be presented to the player which offer the        player monetary benefits or discounted gambling opportunities.        For example, if a player has less than $5 left, a promotion may        be presented to the player, offering the player 5 free spins if        he'll agree to be mailed an information packet about a new        retirement savings vehicle. In various embodiments, if a player        has a relatively large amount of money left (e.g., more than        $500), then the player may be presented with promotions which        advertise relatively expensive products or services, such as        cars or jewelry.    -   4.12. Alerts and Messaging. In various embodiments, an alert or        message may be sent to player of a mobile gaming device. In        various embodiments, the same alert or message may be sent to        multiple different players of mobile gaming devices. If there        are many players using mobile gaming device, then the mobile        gaming devices may serve as an effective mass communication        medium for messages, such as messages to be communicated to        casino patrons. Various circumstances may trigger alerts or        messages. If an alert is accompanied by sounds, then the when        the alert is sent to multiple mobile gaming devices in a casino,        the sounds of simultaneous mobile gaming devices around the        casino making sounds may add emphasis and excitement to the        occasion of the alert (e.g., to the occasion where some player        has won a large jackpot).        -   4.12.1. When someone wins the progressive, every player's            mobile device can vibrate and/or beep. A message can also be            displayed on the mobile device. In various embodiments, a            first player of a mobile gaming device may be alerted when a            second player wins a significant payout. A significant            payout may include a jackpot, a top prize, a prize of more            than X amount (e.g., of more than $1000), and soon. In            various embodiments, an alert may take the form of beeping,            vibrations of the mobile gaming device, flashing lights, and            so on. An alert may indicate the name of the second player,            the amount won by the second player, the game the second            player was playing when he won, the home state of the second            player, or any other information. The alert or message may            take the form of a text message, an audio message, or any            other kind of message.        -   4.12.2. The alert can also happen in response to other            events, like a daily bonus, someone winning more than $100            on a slot machine, or any other significant event, or any            other event. In various embodiments, an alert may inform one            or more players when a drawing for a prize is about to            occur. For example, an alert may inform one or more players            when a keno drawing will occur. In various embodiments, an            alert may inform one or more players when a drawing is in            the process of occurring. The alert may inform a player of            partial outcomes. For example, an alert may be sent from the            casino server to a mobile gaming device. The alert may            detail one or more numbers which have been drawn in a game            of keno. The alert may include less than all the numbers            that are to be drawn for the game of keno. This may allow a            player who is viewing the alert to follow the game of keno            as it is in progress. In various embodiments, an alert may            inform one or more players that a drawing, chance event,            contest, or other event is about to occur, is in the process            of occurring, or has occurred. For example, a casino may run            a general promotion where three players per day who visit            the casino can win a car in a daily drawing. The drawing may            occur every day at a particular time, such as at 4:00 pm.            Accordingly, the casino may send an alert to one or more            players prior to the time of the drawing. The alert may get            the player(s) in an anticipatory mood for the drawing, and            help the drawing to have its intended effect of promoting            the casino. The casino may send an alert as the drawing is            occurring. The casino may send an alert after the drawing            has occurred. The alert may include winning names drawn, for            example. The alert may include images, and descriptions of            people who won. In various embodiments, any alerts regarding            winners of prizes, drawings, contests, or other events may            include information about the winners, such as pictures,            home towns, and so on.        -   4.12.3. The setting (what events trigger the alert) can be            configurable by the user. In various embodiments, a player            may indicate circumstances under which he would like to            receive an alert. In various embodiments, a player might            indicate triggers for an alert. A player may provide such            indications at various times. For example, when a player            first checks out a mobile device, the player may provide            indications of what types of alerts he would like to            receive. A player may provide indications when playing. For            example, a player may access a menu on the display screen of            his mobile gaming device. The menu may allow the player to            configure what alerts he would like to receive. The menu may            list categories of alerts. For example, one category of            alert may be an alert that is sent when someone a jackpot is            won. Another category of alert may be an alert that is sent            when a jackpot reaches a certain level. Another category of            alerts may be alerts that are sent when a drawing or other            event is set to occur. A player may select a category of            alert, e.g., by checking a box or selecting a menu item. A            player may also be able to configure a numerical level for a            prize before an alert will be sent. For example, a player            may specify that he would only like to receive alerts when a            payout of more than $1000 has been won in the casino. In            various embodiments, a player may configure alerts over the            internet. For example, a player may visit a web page of the            casino server. On the web page, the player may decide what            types of alerts he would like to receive. The player may            navigate menus, check boxes, enter text, or otherwise            indicate the types of alerts he is interested in receiving.            Once a player has checked out a mobile gaming device or            otherwise obtained a mobile gaming device, the player's            alert selections may be communicated to the mobile gaming            device. The mobile gaming device may thereupon only display            alerts for which the player has indicated interest.            -   In various embodiments, a player may receive an alert.                The player may then indicate whether he would like to                continue receiving alerts of the same type or category.                For example, an alert may be presented to a player in a                pop-up window. The player may check a box in the pop-up                window indicating that he would no longer like to                receive alerts of the type just received.        -   4.12.4. A player may be unable to deactivate alerts            following certain events (e.g., a player cannot change the            fact that the progressive win gives him an alert). In            various embodiments, a player has the option of suppressing            certain alerts. For example, a player may indicate that he            wound not like to see alerts about upcoming keno drawings.            Accordingly, the mobile gaming device of the player may            cease presenting to the player alerts about keno drawings.            In various embodiments, a player does not have the option of            suppressing alerts. For example, alerts may be presented by            the mobile gaming device of a player even if the player does            not wish to receive such alerts, and even if the player has            indicated that he does not wish to receive such alerts. In            various embodiments, a player is prevented from ignoring            alerts or other promotions by having to react in some way to            the promotions. For example, when a promotion is presented            to a player, the player may be required to press a button,            touch an area of the screen, answer a question about the            promotion, or otherwise respond to the promotion. If the            player does not respond, the player may be prevented from            playing further games on his mobile gaming device. For            example, an image associated with a promotion may occupy the            entire screen area of a mobile gaming device until the            player reacts to the promotion. Only then may the promotion            disappear and allow the player to view graphics associated            with a game.        -   4.12.5. Alerts when friends or family or group members get a            good result. In various embodiments, a player may receive            alerts or messages when one of a group of people achieves a            particular outcome. The group of people may include people            with some relation to the player. For example, the group of            people may consist of friends, family, work colleagues,            members of the same club, members of the same religious            institution, classmates, fraternity brothers, and so on. A            player may indicate to the casino server who is in his            group. For example, when first checking out a mobile gaming            device from the casino, a player may provide the names of            his fellow group members. In various embodiments, when one            member of a group indicates the names or identifiers of            other members of the group, the two or more members of the            group (e.g., all members of the group) may receive messages            or alerts relating to other members of the group. For            example, when one member of the group receives a high-paying            outcome, all other members of the group may receive alerts.            In various embodiments, alerts may be sent to a player when            a member of his group who is not using a mobile gaming            device achieves a significant or noteworthy outcome. For            example, if a fellow group member at a stationary slot            machine wins a $1000 payout, then a player may receive an            alert saying, “Your friend just won $1000!!”.            -   4.12.5.1. Sharing promotions with friends or family or                group members after a good result. Friends may know each                others' interests best. Accordingly, if one player is                shown a promotion that he believes another friend would                like, he may share the promotion with the friend (e.g.,                by selecting the friend from a list of friends through                an interface on the device). In some implementations,                such sharing may be encouraged after the friend wins a                large/progressive outcome. The sharing may allow for                example a friend to share a promotion for an item with a                winning friend if the first friend either wants the item                or believes the winning friend would want the item.        -   4.12.6. Reserving poker tables. Getting alerts for poker            tables. Reserve a place in a buffet line. Reserve a taxi.            -   4.12.6.1. Tables. In various embodiments, a player may                use a mobile gaming device to reserve a spot at a gaming                table. Gaming tables may include poker tables, blackjack                tables, or other tables. To reserve a spot at a table, a                player may communicate with the casino server. For                example, the player may use his mobile gaming device to                access a scheduling system of the casino server. The                scheduling system may include a Web page interface, or                other type of interface. The scheduling system may list                gaming tables within the casino. For example, the                scheduling system may list a set of poker tables, each                poker table described by the game and the betting limits                at the table. The scheduling system may further list                names, initials, or other identifiers for players                waiting to play at such tables. When visiting the                scheduling system, a player may add his name to one or                more lists of players waiting to play at tables. For                example, a player may add his name to a list of players                waiting to play a game of Texas Hold'em with betting                limits of $2 and $4 (e.g., 2-4 Texas Hold'em). Once a                player's name is added to a list of players waiting for                a game, the player may be eligible to sit for the game                once all players ahead of him in the list have either                been seated or declined to participate in the game. For                example, as seats in a game (e.g., a game of Blackjack;                e.g., a game of poker) open up, the player at the top of                a list of players waiting to play in that game may be                offered a seat at the game. The player at the top of the                list may then be removed from the list, leaving the                previously second player now at the top of the list.                -   In various embodiments, a player may use a mobile                    gaming device to access a scheduling system for a                    game. The scheduling system may allow a player to                    secure a place in line for a table game, for a slot                    machine game, or for any other game. The scheduling                    system may allow a player to reserve a spot in line                    for any other event or activity for which space or                    availability may be limited.                -   In various embodiments, a player may use a mobile                    gaming device to view available games or tables in a                    casino. For example, a map of a casino may visually                    indicate gaming tables, including which tables have                    openings for players. If there is currently an                    opening, a player may use his mobile gaming device                    to reserve the opening for himself. For example, a                    player may touch an area on a diagram of a casino                    floor. The area may be a representation of a poker                    table. Having touched the area, the mobile gaming                    device may ask the player whether he would like to                    reserve a spot at the table. The player may indicate                    affirmation by touching a button on the screen of                    his mobile gaming device, such as by touching a                    button labeled “yes”. The mobile gaming device may                    inform the player of any time limits associated with                    claiming the spot. For example, the mobile gaming                    device may inform the player that the player has 10                    minutes in which to claim the spot before the spot                    will be given to someone else. In various                    embodiments, when a player reserves a spot at a                    gaming table, the player may indicate the amount for                    which he would like to buy in at the gaming table.                    The player may indicate that amount of cash he would                    initially like to convert into gaming chips prior to                    starting play at the gaming table. The player may                    indicate the amount of gaming chips with which he                    would like to begin play at the gaming table. After                    the player has indicated a number of chips with                    which he would like to begin, a casino                    representative may arrange to have the chips placed                    at the gaming table pending the arrival of the                    player. Thus, when the player arrives at the gaming                    table, chips may have been counted out for the                    player already.                -   In various embodiments, a player may wish to reserve                    a seat at a gaming table. However, the gaming table                    may currently be in full use. The player may                    accordingly interact with a scheduling system in                    order to place himself in line for a seat at the                    table. In various embodiments, the casino (e.g., the                    casino server) may indicate to the player an                    estimate of the amount of time it will take before a                    seat opens up for the player at the gaming table.                    For example, the casino server may transmit to the                    player's mobile gaming device an estimate that the                    wait will be one hour. The waiting time may then be                    displayed for the player on the screen of the                    player's mobile gaming device. The casino server may                    use various algorithms to estimate a waiting time.                    The casino server may have historical data                    indicating the rate at which spots open up at a                    particular type of game, at particular betting                    limits, at particular times of day, and so on. Using                    such data, and using data about the number of people                    ahead of a player for a table, the casino server may                    estimate how long it will take for a player to get a                    seat at a table. For example, the estimated time                    before a player will be seated at a table may be                    equal to the average time it takes a seat to vacate                    multiplied by one plus the number of people who are                    ahead of the player in line for a seat. In various                    embodiments, the casino may inform the player of any                    future gaming tables that will open up. For example,                    the casino may inform the player that a new poker                    table will be opening up in half an hour. The player                    may, accordingly, place himself on a wait list for                    the new table.                -   In various embodiments, a player may play a game on                    a mobile gaming device. The mobile gaming device, or                    another device, may subsequently offer the player an                    opportunity to play the same game at a stationary                    gaming device and/or at a physical gaming table. For                    example, it may be assumed that if a player has                    played a game for a period of time on a mobile                    gaming device, the player might also be interested                    in playing the same game at a stationary device                    and/or at a gaming table. In various embodiments, a                    player may play a game of poker on a mobile gaming                    device. For example, the player may play a game of                    Texas Hold'em. The mobile gaming device may then                    display a message asking the player whether or not                    the player would like to sit down at a poker table                    to play a game of poker with alive dealer, with                    physical cards, and with live opponents. The player                    may indicate that he is interested. The player's                    indication of interest may be transmitted to the                    casino server. The casino server may then send                    instructions, e.g., to a casino representative, to                    have a spot at the table reserved for the player. In                    various embodiments, a player may be engaged in a                    slot machine game on his mobile gaming device, e.g.,                    the player may play a game with simulated slot                    machine reels on the display of the mobile gaming                    device. An offer may then be presented to the player                    to play the same game on a stationary slot machine.                    The player may accept the offer. The slot machine                    may be subsequently reserved for the player. In                    various embodiments, when a player plays a                    particular type of game on a mobile gaming device,                    and when a spot or space opens up for a similar game                    at a stationary gaming device or at a gaming table,                    the spot or space may be offered to the player of                    the mobile gaming device.        -   4.12.7. Win a spot at a poker table or blackjack table while            playing. In various embodiments, a player who is waiting for            a spot at a gaming table, at a game, or in some other            activity must play continuously in order to maintain his            spot in line. Continuous play may, in various embodiments,            be defined differently. For example, continuous play may            mean that a player must play one game at least every thirty            seconds. As another example, continuous play may mean that a            player must make at least $3 in wagers every minute. In            various embodiments, a player who does not maintain            continuous play may fall back in a line. For example, for            every two minute gap in the play of a player, the player may            fall back one place in line. If the player was fifth in line            for a spot at a gaming table, the player may fall back to            sixth in line for a spot at the gaming table.            -   In various embodiments, a player may win a place in line                while playing a game. For example, a player may play a                game on a mobile gaming device. The player may win an                outcome which advances him one place in line for a spot                at a gaming table. A player may also fall back in line                based on certain outcomes. For example, a player waiting                for a spot at a gaming table may achieve a “fall back”                outcome when playing another game on his mobile gaming                device. The player's place in line may accordingly fall                back. In some embodiments, players may compete for a                spot when the spot opens up. For example, five players                may be waiting for a spot at a poker table. When a spot                at the table opens up, each of the waiting players may                play a game on his or her respective mobile gaming                device. The player with the best performance in the game                may get the open spot at the gaming table. For example,                the player who wins the most money in the game may get                the spot at the gaming table.        -   4.12.8. The act of playing as an entry into any contest or            lottery. In various embodiments, play of a game may make a            player eligible for entry into a contest or lottery. For            example, for each game played on a mobile gaming device, a            player may receive an entry into a raffle drawing for a new            car. The car may be raffled off to a player who has played a            mobile gaming device within a sponsoring casino. In various            embodiments, a player must meet a minimum threshold of play            before receiving entry into a contest or lottery. For            example, a player must play at least one hundred games to            receive entry. For example, a player must wager at least            $250 in order to receive entry. In various embodiments, a            player may receive a number of entries to a contest or            lottery which is proportional to an amount the player has            wagered. For example, a player may receive entries into a            drawing for show tickets, where the number of entries is            proportional to an amount wagered by the player. In various            embodiments, play of a mobile gaming device may confer to a            player entry into a state lottery, inter-state lottery,            national lottery, and so on. In various embodiments, play of            a mobile gaming device may confer to a player entry into a            contest or lottery which is in addition to the game played            on the mobile gaming device. In various embodiments, play of            a mobile gaming device may confer to a player entry into a            contest or lottery which is independent from the game played            on the mobile gaming device.        -   4.12.9. Play poker against other people waiting for an            actual spot at the tables. In various embodiments, a player            may use a mobile gaming device to simulate play of a table            game. In various embodiments, a player with a mobile gaming            device may simulate play of a table game with or against            other players who have mobile gaming devices. For example,            several players with mobile gaming devices may compete            against one another in a game of poker. As another example,            several players with mobile gaming devices may participate            in a game of blackjack using a common dealer and a common            deck of cards, e.g., just as the players would if they were            at a physical blackjack table. In various embodiments, a            player may ask to be seated at a table or at a game. For            example, a player may ask to be seated for a poker game. The            player may be informed that there are no seats available for            the poker game. However, the player may be offered the            opportunity to play a game using a mobile gaming device. The            player may be offered the opportunity to play the same            version of poker as the one for which he had asked to be            seated. The player may, accordingly, receive the mobile            gaming device and begin play of the game of poker. When a            seat becomes available at the physical game of poker, the            mobile gaming device of the player may alert the player that            the seat has become available. For example, a casino            representative may key a message for the player into a            terminal. The message may be forwarded (e.g., via the casino            server) to the mobile gaming device of the player. The            player may thereby be informed that a spot for him at the            physical poker table is now available. In various            embodiments, a player who is waiting for a seat at a            physical gaming table may compete with a mobile gaming            device against other players with mobile gaming devices.            Players waiting for the same table may compete against one            another. For example, five players waiting for seats at a            poker table with limits of $4 and $8 may compete in a poker            game on their respective mobile gaming devices. The players            may compete on their mobile gaming devices in a game with            limits of $4 and $8. Thus, in various embodiments, players            waiting to play at a physical gaming table which features a            particular game may use mobile gaming device to play the            same or a similar game. In various embodiments, a player who            is waiting for a spot at a table may use a mobile gaming            device to play a game with or against other players who are            physically seated at the table. Thus, a player with a mobile            gaming device may play an electronic version of a game that            is being played with real cards, dice, or other playing            tokens at a physical gaming table.

-   5. Indications that there is a promotion. Various signals may be    used to get a player's attention so as to inform the player that    there is a promotion for him to peruse. In various embodiments, such    signals may be generated if it is unclear whether a player would be    currently looking at his mobile gaming device. For example, if the    player has been engaged in a game in the past five seconds, it may    be assumed that the player is currently viewing his mobile gaming    device. Thus, a signal of a promotion may not be sent. However, if    the player has not been engaged in a game in the last five seconds,    a signal may be generated to indicate that a promotion is being    presented.    -   5.1. Vibration. In various embodiments, a mobile gaming device        may vibrate to indicate that there is a promotion for the        player. The vibrations may be effective if the mobile gaming        device is, for example, in physical contact with the player,        such as being in the player's pocket. In various embodiments,        vibrations associated with a promotion may be distinct from        vibrations associated with a phone call, or an email. For        example, the mobile gaming device may vibrate at one frequency        to signal an incoming call, and at another frequency to signal        that a promotion is being presented.    -   5.2. Beeping. In various embodiments, a mobile gaming device may        beep to signal that a promotion is or is about to be presented.        In various embodiments, a beep that signals the presentation of        a promotion may be distinct from a beep that signals some other        event, such as an email.    -   5.3. Ringing. In various embodiments, a mobile gaming device may        ring to signal the presentation of a promotion. The ring        associated with a promotion may be distinct from rings signaling        other events, such as a phone call.

-   6. Player responds to an advertisement, e.g., the player shows    interest. In various embodiments, a player may respond to a    promotion. The player may respond in such a way as to indicate    interest in the product, service, event, etc. being promoted. The    player may express interest in buying the product or service or in    finding out more information about the product or service, for    example. The player may respond in a number of ways. During, or    following a promotion, the player may have the opportunity to press    or click on a button labeled “learn more” “get more information” or    the like. Pressing such a button, e.g., on his mobile gaming device,    may send a signal to the casino server. The casino server may then    forward more information about the product, service, event, etc. to    the player. For example, the casino may transmit to the player a    text message describing further details about a product. As another    example, the casino may transmit to the player more images of the    product or service in which the player has expressed interest. The    casino server may have further information related to a promotion    stored at the casino server. For example, information about the    subject of a promotion may be stored in a casino database in    associated with the promotion itself. The casino server may receive    further information relating to a promotion when a marketer submits    a promotion. When submitting a promotion, a marketer may provide    additional information. Additional information may include: (a)    further description of the product, service, event, or other subject    of the promotion; (b) information about where to buy the product or    service being promoted; (c) information about the company or    marketer making the promotion; (d) safety information; (e)    information about related products or services; (f) information    about other products being sold by the same company; (g) information    about other products made by the same manufacturer; (h) pricing    information for the product or service; (i) shipping information for    the product (e.g., to what states does the product ship; e.g., how    much does shipping cost); (j) information about availability of the    product; (k) information about where the product can be    purchased; (l) information about when the product or service may be    purchased; (m) reviews for the product or service; and any other    information pertaining to the promotion or to the product, service,    event, etc. being promoted.    -   6.1. More information about the product mailed or emailed to the        player. When a player expresses interest in the subject of a        promotion, further information about the subject of the        promotion may be sent to the player. The information may be sent        via electronic mail. If the information is sent via electronic        mail, the player may have a chance to look at the information        later when he is not in the midst of a gaming session. The        casino server may have the player's email address on file. For        example, the casino may have collected the player's email        address (and other contact information and other information        about the player) when the player signed up for a player        tracking card, when the player checked out his mobile gaming        device, when the player registered at the casino hotel, etc. If        the casino does not have contact information for the player, the        player may enter such information at the time he expresses        interest in a promotion. In various embodiments, additional        information pertaining to promotion may be mailed to a player at        a postal address. The postal address may be on file with the        casino, or may be provided by the player when requesting        additional information on a promotion.    -   6.2. More information shown to the player on the mobile device.        In various embodiments, if a player expresses interest in the        subject of a promotion, more information about the promotion may        be presented to the player on his mobile gaming device. More        information may be shown to the player in the form of text,        audio, video, still images, cartoons, or in any other        presentation format. The additional information may have been        previously received by the casino from the marketer, and stored        with the casino. In various embodiments, when a player expresses        interest in the subject of a promotion, the casino may transmit        to the marketer an indication that the player has expressed        interest. The marketer may then send information to the player.        The marketer may send information directly to e.g., an email        address or postal address of the player. In various embodiments,        the marketer may transmit information about the subject of a        presentation to the casino. The casino may then transmit the        information to the mobile gaming device of the player. Using his        mobile gaming device, a player may repeatedly ask for further        information about the subject of a promotion. As the player asks        for more information, more information may be transmitted to the        player's mobile gaming device and presented to the player from        the mobile gaming device.        -   In various embodiments, a player may request more            information about the subject of a promotion. However, in            order to provide additional information, a marketer may have            to pay the casino. The marketer may have to pay the casino            in order to compensate the casino for space taken up on the            mobile gaming device of the casino with the additional            information and/or for potentially diverting the attention            of the player away from the player's gaming session. Thus,            in various embodiments, when the player requests more            information, a marketer must first confirm that it wishes to            provide the additional information and must confirm that it            is willing to pay to provide such additional information. In            various embodiments, when a player expresses interest in the            subject of a promotion, additional information may be            presented for the player using the same slots that are used            for original promotions. For example, a promotion may be an            advertisement for a car. The promotion may consist of a            still image of the car which replaces a symbol on the reels            of a slot machine. A player may express interest in the car.            Thus, subsequently, additionally images of the car may            appear as replacement symbols. These additional images may            show the car from other angles, may show the interior of the            car, may show the car in different colors and styles, and            may show any other depiction of the car. In various            embodiments, further information provided about a promotion            may take the form of follow-on or add-on promotions.    -   6.3. More information shown to the player on a nearby slot        machine. In various embodiments, additional information related        to a promotion may be presented to a player using a nearby        gaming device. The nearby gaming device may provide a large        screen area on which to display promotions. Further the gaming        device may not be in use. Therefore, the entire screen area may        be available to display promotions. Further, the nearby gaming        device may be able to display promotions for a player even while        the player continues to play at his mobile gaming device.        -   In various embodiments, additional information shown to a            player may be shown on a stationary gaming device. However,            the player may be on the move while additional information            is being shown. For example, the player may be walking.            Therefore, in various embodiments, information shown to the            player may move so as to follow the player. For example, a            player may walk alongside a row of slot machines. When the            player is in front of a first slot machine, the first slot            machine may display a promotional message. As the player            walks, he may become more near to a second slot machine and            less near to the first slot machine. Accordingly, the second            slot machine may now display the same promotional message.            The message may disappear from the first slot machine.            Accordingly, the message may follow the player. Information            shown to the player may be shown on the nearest available            stationary gaming device to the player at any given time. An            available gaming device may include a gaming device that is            not in use, a gaming device that has capabilities to display            information of the type necessary, and so on. In various            embodiments, information shown to the player may be            displayed on the nearest available stationary gaming device            to the player that is also facing in the direction of the            player. In various embodiments, a display of information may            transfer from one gaming device to another according to            which gaming devices are adjacent to one another. For            example, a player may walk with two gaming devices to his            left. As he walks, a display may move from a first of the            gaming devices to a second of the gaming devices. In the            meantime, the player may walk near to a gaming device that            is on his right. However, the display of information may be            maintained on the gaming devices to the player's left so as            to provide a more continuous viewing experience and so as to            avoid making the player turn his head from left to right.            The location of the player may be tracked in various ways so            that information about promotions may be displayed near to            the player. For example, the mobile gaming device of the            player may communicate its location to the casino server.            The casino server may thereby deduce the location of the            player, assuming the player is currently holding the mobile            gaming device.        -   In various embodiments, more information related to a            promotion may be shown to a player on a stationary gaming            device only if the player plays at the gaming device. For            example, additional information may be shown to the player            only if the player makes bets in at least three games every            minute.        -   In various embodiments, a player may be presented with            additional information related to a promotion, the            additional information presented at a stationary gaming            device. After the additional information has been presented            to the player, the player may be encouraged to begin play at            the stationary gaming device. For example, the stationary            gaming device may display a message for the player saying,            “Hey, while you're here, how would you like to play a few            games.” The stationary gaming device may even offer the            player an incentive to play at the stationary gaming device.            For example, the stationary gaming device may present a            message to the player saying that if the player makes 8            spins at the stationary gaming device, then the last two            spins will be free.        -   In various embodiments, additional information related to a            promotion may be presented, on a stationary gaming device to            a first player with a mobile gaming device. The stationary            gaming device may be chosen from among several stationary            gaming devices, e.g., from stationary gaming devices that            are all within a predetermined distance of the first player.            Additionally, the stationary gaming device may chosen so as            to be near to a second player. The second player may be a            player who is at an adjacent stationary gaming device to the            one being used to present the additional information about            the promotion.    -   6.4. Casino attendant brings more information to show the        player. In various embodiments, a casino attendant may bring to        a player of a mobile gaming device additional information about        the promotion. For example, the player may use his mobile gaming        device to request additional information. The casino server may        then send a page or email notification to a casino        representative to go find the player. The casino server may        indicate to the casino representative the location of the        player. For example, the casino server may indicate that the        player is near to a stationary gaming device number 924, or that        the player is near to the east entrance. The casino        representative may, in any event, find the player. The casino        representative may bring additional information related to the        promotion. The additional information may include brochures,        coupons, paper advertisements, gift certificates, or any other        information. The additional information may include storage        media, such as universal serial bus drives, CDs, DVDs, and so        on. In various embodiments, the casino attendant may bring to        the player a sample of the product. For example, if the        promotion is for a new lipstick, the casino representative may        bring to the player a sample of the lipstick.    -   6.5. Player information sent to the marketer. In various        embodiments, player information may be sent to a marketer. The        player information may be sent to the marketer who originated        the promotion sent to the player. The player's contact        information may be forwarded to the marketer so that the        marketer may later contact the player to provide the player with        more information about the product.    -   6.6. More information delivered to the player where he is (e.g.,        by a casino representative). A person may deliver information        (e.g., a pamphlet, etc.) to a user directly using a location or        the mobile gaming device to find the user. In addition to or as        an alternative to delivering a physical embodiment of the        information, the person may discuss the information verbally        with the user. In some implementations, the person may take the        user to see a product (e.g., take a test drive of a car, see a        piece of jewelry, etc.).    -   6.7. More information left for the player in his casino hotel        room. Information may be sent to a hotel room of a player. For        example, upon a next cleaning, information may be left in the        room, information may be placed under a door, etc.    -   6.8. More information for the player when he checks out of the        hotel (e.g., a departure package). When a player checks out,        information may be given to the player at a front desk.

-   7. Reformatting an advertisement that was meant for a big slot    machine screen for a mobile device screen. Some embodiments may    allow an advertiser to use a single advertisement for multiple    displays. For example, an advertiser may submit an advertisement    that for use on a large monitor, a physical slot machine, and so on.    The advertisement (e.g., image, video, sound, etc.) may be converted    for use on one or more other devices, such as a mobile gaming    device. Conversion may include converting formats, converting size    of images, converting amount of storage size needed (e.g.,    compressing, lowering fidelity, lowering resolution, etc.),    converting colors, and so on. By so converting, an advertiser may    have an easier time interfacing with the devices because the    advertiser would not need to submit an advertisement formatted for    each possible device.

-   8. Showing marketers available marketing opportunities (e.g., who is    playing now). In various embodiments, the casino server may show to    potential marketers a current audience that is available for viewing    promotions. The current audience may include players currently    gaming on mobile gaming device, players in possession of mobile    gaming devices, players with money remaining with which to play on    mobile gaming devices, people within viewing range of mobile gaming    devices (e.g., people who might be able to see a promotion shown on    a mobile gaming device, people within hearing range of an mobile    gaming device, and so on. A potential audience may include people    within a limited geographic region. For example, a marketer with    retail stores in Nevada might only be interested in sending    promotions to people currently in Nevada. A potential audience may    include only people within a certain age range. For example, a    casino server may show to a marketer only people between the ages of    18 and 35, as such people may be the marketer's main target    audience. In various embodiments, a potential audience may include    only people with certain demographic characteristics, such as only    married people, such as only French speakers, such as only people    with incomes over $150,000, and so on. A potential audience may be    presented to a marketer in the form of one or more aggregate    statistics. For example, a marketer may be told that there are    currently 3500 people playing mobile gaming device who are between    18 and 25 years old.    -   In various embodiments, a potential marketer may be shown        available advertising mediums. For example, a marketer may be        told that there are currently 1258 places where their product        logo can be used as a symbol on reel. As another example, a        marketer may be told that there are currently 100 slots open        where promotions will be inserted between games played on mobile        gaming devices. As will be appreciated, any statistic describing        available slots or media for promotions may be presented to a        marketer.    -   In various embodiments, a marketer may be shown available slots        for promotions for a particular target audience. For example, a        marketer may be told that there 200 mobile gaming devices in        which the marketer's promotion may be used in background        graphics and where the mobile gaming devices are being played by        players of the marketer's target audience.    -   8.1. The number of active handhelds nationwide is tracked. In        various embodiments, the casino server may track the number of        mobile gaming device that are currently in use across a        particular location or geographic region. The casino server, for        example, may track the number of mobile gaming device active        within a room, within a casino, within a neighborhood (e.g., the        Las Vegas strip), within casinos of the same management, within        a state, or within an entire country. Thus, in various        embodiments, a casino server may track the number of mobile        gaming devices in use nationwide. A statistic describing the        number of active mobile gaming devices may be presented to a        marketer.        -   8.1.1. How many handhelds of a particular demographic. In            various embodiments, the casino server may track the number            of mobile gaming devices that are being used by players of a            particular demographic. For example, the casino server may            count 584 people that are using mobile gaming device and who            are between the ages of 60 and 65. As another example, the            casino server may count 2690 people that are using mobile            gaming devices and who are also gun owners.        -   8.1.2. How many handhelds playing a particular denomination.            In various embodiments, a casino server may track the number            of mobile gaming devices on which players are playing games            of a certain denomination. For example, the casino server            may track the number of mobile gaming devices on which            players are playing games with required wagers of $1.            -   In various embodiments, the casino server may track the                number of mobile gaming devices on which a particular                type of game is being played. For example, the casino                server may track the number of mobile gaming devices on                which Triple Play Video Poker is being played. In                various embodiments, the casino server may track the                number of mobile gaming devices on which games by a                certain game developer are being played.            -   In various embodiments, any group that is tracked may                have its playing characteristics represented by one or                more statistics. Such statistics may be presented to a                marketer. Based on such statistics, a marketer may                decide whether or not to promote to the group.    -   8.2. Space is made instantly available. In various embodiments,        slots, space, or media for promotions may be made available to        marketers in a rapid, instant, or real-time basis. For example,        a marketer might make a decision to have a promotion presented        one minute before it is actually presented. The central server        may, for example, list available slots for promotions into the        future. A marketer may browse such available slots. The marketer        might select one or more slots, even if such slots are to occur        within minutes or less. The promotion may then occur on        schedule. If a marketer's promotion is not already stored with        the casino server (e.g., if image and audio data is not already        stored with the casino server), the marketer may be required to        upload a promotion to the casino server before it can be        presented. Once uploaded, a promotion may be transmitted from a        casino server to one or more mobile gaming devices for        presentation.    -   8.3. We allow advertisers to immediately distribute ads on the        fly to all, or to all that meet certain criteria. Immediate        means display this and now. In various embodiments, a marketer        may specify one or more criteria. The criteria may include        criteria defining a target audience, such as demographic        criteria. The criteria may also define games being played,        outcomes achieved, and so on. The criteria may also define        current locations of the target audience. For example, the        criteria defined by a marketer may specify that the target        audience includes only people within the state of Mississippi.        Once a marketer has specified a target audience, or criteria        that a member of the target audience must meet, promotions from        the marketer may be presented to the target audience. Promotions        may be presented to all of the target audience, or to some        fraction of the target audience. For example, 1000 people may        currently satisfy criteria defined by the marketer. The        promotion of the marketer may, accordingly, be presented to all        1000 people meeting the criteria. In some embodiments, however,        the marketer may not wish to pay to reach the entire target        audience. Instead, for example, the marketer may decide to pay        to reach only a fraction of the target audience, such as one        third of the target audience. Once a marketer has defined a        target audience for a promotion, the promotion may be presented        to members of the target audience substantially immediately.        Alternatively, the promotion may be presented to members of the        target audience at a later time, such as at a time desired by        the marketer.    -   8.4. Advertisers get to see a list of who is located near to the        product, e.g., to a coke store. In various embodiments, a        marketer may view data indicative of how many players of mobile        gaming devices are near to the product of the marketer. For        example, a marketer may wish to see a count of the number of        players of mobile gaming devices who are near to a fast food        restaurant which the marketer represents. The marketer may then        decide whether to have a promotion presented to some or all of        such players.    -   8.5. Mechanism to allow advertisers to find out what's available        and to insert bids. The advertiser has a mechanism to acquire an        advertising block. An advertiser has a mechanism to place an ad        in the black. In various embodiments, a marketer may view a list        or other description of available slots or media in which        promotions may be inserted. The list may include a list of slots        by time of day, by game, by game denomination, by demographic of        the player, and so on. For example, a listing of a slot may        indicate that there is a 5-second slot open for 500 gamers        between the ages of 50 and 55. The marketer may have the        opportunity to purchase that slot and to have his promotion        presented during that slot. Thus, the marketer may have his        promotion presented to 500 gamers. The marketer may be able to        place a bid for that slot. A marketer who places the highest bid        may have the opportunity to have a promotion placed in a slot.        In various embodiments, a marketer may be able to have a        promotion presented to a first number of gamers. The marketer        may submit the high bid to have a promotion presented to a        second number of gamers, where the second number of gamers is        less than the first number of gamers. For example, 500 gamers        may be currently playing mobile gaming devices. A marketer may        bid to have his promotion presented to 200 of the gamers. If the        marketer has submitted the high bid, the marketer may succeed in        having his promotion presented to the 200 gamers. The marketer        who has submitted the next highest bid may have the opportunity        to have his promotion presented to gamers from among the        remaining group of gamers. Thus, in various embodiments, a        marketer may submit a bid where the bid includes not only a time        of day, a game, a length of a promotion, a size of a promotion,        etc., but also a number of players to which the promotion will        be presented.        -   In various embodiments, a marketer may purchase a slot for a            promotion or submit bids to have a promotion placed using a            Web site of the casino server. The casino server Web site            may list available slots, highest bids, any restrictions on            which types of promotions may be shown, and so on. The            marketer may use the Web site to submit bids, to make            purchases, to make payment (e.g., by submitting a credit            card number), to submit the actual promotion (e.g., image            data; e.g., video data; e.g., audio data), and so on. A            marketer may submit bids and other information in many other            ways, as will be appreciated. For example, a marketer may            submit bids via phone, fax, email, postal mail, and so on.        -   Bidding may take place over time. In some implementations,            the bidding for a slot may continue until the time for that            slot occurs. As the time for the slot nears, more            information about the slot may be known (e.g., information            about what players are in the area, information about how            much those players have won, and so on). Accordingly,            bidding on slots may accelerate as the time of the slot            draws near. Real time bidding may be used so that bidders            may quickly submit bids at any time up to the time of the            slot and the slot may automatically be filled at the time of            the slot by the highest bidder who may be automatically            charged. Bidders may be authorized up to a maximum bid            amount before a bid begins. In some embodiments, automatic            betting, reverse auction methods, automatic buyout levels,            and/or any other auction methods may be used. For example,            in one implementations, bidders may submit their highest            levels up to the end of the auction time and the bidder with            the highest level may win the auction at the price of the            bidder with the second highest level.        -   In some embodiments, one or more derivative markets            regarding slots may be formed. For example, a futures market            for slots may be created. The futures market may allow            trading of futures use of a slot. For example, a purchaser            of a futures contract may be purchasing the right to use the            slot at the time of the slot. If the price of the slot            increases above the price paid for the future, the seller of            the futures contract may lose the difference and be required            to purchase the slot for the use of the purchaser of the            futures contract. If the price of the slot does not increase            to above the price paid for the future, the seller of the            futures contract may make the difference between and be            required to purchase the slot for use of the purchaser of            the futures contract. Accordingly, who believe they have            knowledge of the prices of slots may buy and sell futures            based on that knowledge. In some embodiments, a same entity            that sells the slots may also sell the futures.            The advertisers may be able to specify the parameters of            displaying their ads—for how much money, to whom, in what            games, when, & in what context. In some embodiments,            advertisers may create advertising campaigns. Advertising            campaigns may set parameters for when a promotion should be            displayed (e.g., after X, Y, Z events, to people in A, B, C            demographic groups, etc.), in certain games, on certain            devices, and so on. A duration of the campaign may be            specified. An amount of money to be spent on a campaign may            be specified. The advertiser may be charged for each display            of the promotion up to the amount of money or the end of the            duration and the campaign may then be ended. In certain            embodiments, more directed ads (e.g., ads with more            restriction on who and when they should be viewed) may cost            more per running. In some embodiments, ads related to            popular demographic groups and or events may cost more. In            some embodiments, a maximum and/or minimum cost per display            of an ad may be a parameter of a campaign.

-   9. Pricing schemes for advertisers. In various embodiments, the    casino may charge marketers a variable price for presenting the    marketers' promotions. The price charged may depend on a number of    factors.    -   9.1. By real-estate space. The price of a promotion may depend        on the amount of physical space taken up by the promotion. The        physical space taken up may include space taken up on a display        screen. For example, a first promotion that takes up 1 square        inch may cost 5 cents per viewer, while a second promotion that        takes up 4 square inches may cost 15 cents per viewer. Physical        space may be measured in a number of ways. Physical space may be        measured in square inches, square centimeters, in pixels, and in        portions or percentages of total screen space (e.g., a promotion        may take up 25% of the space of a display screen; e.g., a        promotion may take up 2 quadrants of a display screen). Physical        space may be measured in terms of other items. For example,        physical space may be measured in terms of symbols. Thus, for        example, a promotion may take up the space of two symbols. In        various embodiments, the price of a promotion increases        monotonically with the amount of space taken up by the        promotion, all else being equal. A promotion may take up space        in the sense that images associated with the promotion take up        space. For example, the space taken up by a promotion may be the        space taken up by images or videos associated with the        promotion.    -   9.2. By time shown. In various embodiments, the price of a        promotion may depend on the amount of time taken up by the        promotion. For example, a promotion may be presented for 1        second, five seconds, or for thirty seconds. For example, an        image associated with a promotion may be displayed for 1 second,        five seconds, or for thirty seconds. A promotion which is        presented for a longer period of time may cost more money for a        marketer.    -   9.3. By which customers got to seethe ad. In various        embodiments, the price of a promotion may depend on the target        audience for the promotion. The price of a promotion may        increase as the income level of the target audience increases.        The price of a promotion may increase as the average bet amount        of the target audience increases. The price of a promotion may        increase as the skill level of the target audience increases.        The price of a promotion may increase as the age of the target        audience decreases. The price of a promotion may be higher for a        target audience of city dwellers versus suburban dwellers. In        various embodiments, a target audience may include a set of        players who have achieved similar results. For example, a target        audience may include all players who have won money in the last        hour. In various embodiments, the price of a promotion may be        higher for a target audience of players who have won money in        the last hour than for a target audience of players who have not        won money in the last hour. In various embodiments, a marketer        may pay more to reach people who have had better luck (e.g., in        the form of winning outcomes) than to reach people who have had        worse luck (e.g., in the form of losing outcomes). In various        embodiments, the price of a promotion to jackpot winners may be        higher than the price of a promotion to people who have not won        jackpots, or to people who have not just won jackpots.    -   9.4. Advertisers are charged more for customers with more money.        In various embodiments, the price of a promotion may depend on        the amount of money that the viewing audience has. A promotion        that is shown to a player with a credit balance of $900 may cost        the marketer more than a promotion that is shown to a player        with a credit balance of $40. A promotion that is shown to a        player with income of $200,000 may cost the marketer more than        does a promotion that is shown to a player with an income of        $50,000. A promotion that is shown to a player with a hotel room        costing $300 per night may cost the marketer more than does a        promotion that is shown to a player with a hotel room costing        $50 per night.    -   9.5. Advertisers are charged more for customers with particular        demographics. In various embodiments, the price of a promotion        may depend on one or more demographics of the target audience.        For example, a marketer may have to pay more to show a promotion        to a player with one child than to a player with two children.    -   9.6. There can be a straight price. In various embodiments, the        price of a promotion with certain characteristics (e.g., to be        presented to a particular target audience, for a particular        period of time, etc.) may be fixed. That is, the price may be        posted and may not be subject to change or negotiation. The        price may be quoted in various ways. For example, the price of a        promotion may be quoted on a per-player basis (e.g., the price        of a promotion is 5 cents per player to which it is shown). The        price of a promotion may be quoted on the basis of a block of        players who are to view the promotion. For example, the price of        a promotion may be quoted as the price to show a promotion to        500 people.    -   9.7. There can be a bidding process. If a marketer is the        winning bidder, the marketer gets the ad space. In various        embodiments, marketers may bid against one another for the        opportunity to present a promotion. An opportunity to present a        promotion may include an opportunity to present a promotion        under a particular set of circumstances. The circumstances for        presenting a promotion may include one or more of the        following: (a) a time of day during which the promotion will be        presented; (b) a player to whom the promotion will be        presented; (c) a set of players to whom the promotion will be        presented; (d) a game with which a promotion will be presented        (e.g., a promotion will be presented on the face of a card in a        game of video poker); (e) an amount of time for which the        promotion may be presented; (f) an amount of space that will be        taken up by a promotion; (g) a type or model of mobile gaming        device on which the promotion will be presented (e.g., the        promotion may be presented on a model of mobile gaming device        with a particular large and bright screen); (h) a location in        which a promotion will be presented (e.g., a promotion may be        presented only to players who are in a particular restaurant;        e.g., a promotion may be presented only to players who are        within 20 feet of a particular jewelry store; e.g., a promotion        may be presented only to players who are by the pool); and any.        As will be appreciated, the circumstances surrounding the        presentation of a promotion may influence the desirability of        presenting the promotion, and may thus influence the amount that        a marketer might be willing to pay to present the promotion.        -   In various embodiments, marketers may bid for the            opportunity to present a promotion under a particular set of            circumstances. For example, the casino may post a set of            circumstances. The posting may allow a marketer to present a            30-second promotion on 4 square inches of screen space,            sometime between 2:30 pm and 2:35 pm on Sunday, to 300            female players aged 35-55. In other words, the winning            marketer's promotion would be shown to 300 different players            as described, with each promotion shown to a player on her            respective mobile gaming device.        -   When the opportunity is posted, marketers may have the            opportunity to bid so as to present a promotion under the            posted circumstances. Marketers may become aware of the            posting by checking a web page of the casino server. For            example, marketers may register with the casino server and            may thereby receive access to a Web site where opportunities            to present promotions are presented. In various embodiments,            marketers may become aware of the opportunity through an            email or other alert sent by the casino. For example,            anytime the casino posts an opportunity for presenting            promotions, the casino may alert marketers on its mailing            list of the opportunity.        -   A marketer may enter, in various ways, a bid for an            opportunity to present a promotion. In various embodiments,            a marketer may key in a price he would be willing to pay.            The marketer may key his bid into a Web page run by the            casino server. In various embodiments, a marketer may phone            a casino representative to convey his bid. In various            embodiments, a marketer may submit a bidding strategy to the            casino. For example, the bidding strategy may dictate that            the marketer will always place a bid that is $10 higher than            any competing bid, until the bidding level reaches $300.            Accordingly, the casino may enter bids for the marketer            automatically in keeping with the marketer's bidding            strategy.        -   In various embodiments, a marketer may bid for only a            portion of the promotional opportunities being offered. For            example, the casino may post an opportunity to display a            still image to 300 people from the Midwest between 3:00 pm            and 3:05 pm. A marketer may wish to have a promotion            presented to Midwesterners between 3:00 pm and 3:05 pm.            However, the marketer may wish to promote to only 100            people. Accordingly, the marketer may bid for the            opportunity to present a promotion to 100 of the 300 people            from the Midwest. Another marketer may wish to present to            only 200 people from the Midwest between 3:00 pm and 3:05            pm. Therefore, it is possible that both the first marketer            and the second marketer get their wishes. In various            embodiments, all winning bidders pay the same price per            person. For example, a marketer who successfully bids to            have a promotion presented to 200 of 300 people available            may pay the same price per person as does a marketer who            successfully bids to have a promotion presented to 100 of            300 people available. The amount paid per person by both            marketers may be based on the lower bid. The amount paid per            person by both marketers may be based on the higher bid. The            amount paid per person by both marketers may be an average            or weighted average (e.g., where weightings are proportional            to the number of people who will view the each of the            marketers' respective promotions) of both bids.    -   9.8. An advertiser has an exclusive to a particular “slot” (a        medium like a card). The advertiser may pay extra for this. In        various embodiments, a marketer may gain exclusive use of a        slot, medium, or other advertising venue or opportunity. A        marketer may gain exclusive rights to: (a) a particular mobile        gaming device (e.g., a marketer may have exclusive rights to        present promotions on the particular mobile gaming device for        some period of time); (b) a particular symbol (e.g., a marketer        may have exclusive rights to present promotions on the jack of        spades; e.g., a marketer may have exclusive rights to present        promotions at the third symbol position of the second reel of a        gaming device); (c) a particular area of a screen (e.g., a        marketer may have exclusive rights to present promotions in the        upper right corner of a display screen of a mobile gaming        device; e.g., a marketer may have exclusive rights to present        promotions below the playing area on a display screen of a        mobile gaming device); (d) a particular display monitor (e.g., a        marketer may have exclusive rights to present promotions on a        display monitor located above a heavily trafficked corridor in a        casino); (e) a particular gaming device (e.g., a marketer may        have exclusive rights to present promotions on a particular        gaming device; (f) a particular location (e.g., a marketer may        have exclusive rights to present promotions to players when the        players are at a certain location); (g) a particular time of day        (e.g., a marketer may have exclusive rights to present        promotions during a particular time of day); (h) a particular        group of people (e.g., a marketer may have exclusive rights to        present promotions to a particular demographic of people in a        casino; e.g., a marketer may have exclusive rights to present        promotions to a defined set of people, such as the Jones family;        e.g., a marketer may have exclusive rights to present promotions        to any person who has won more than $500 in the last hour); or        to any other category of promotional opportunity.        -   In various embodiments, when a marketer gains exclusive use            of a slot, medium, or other advertising venue or            opportunity, other marketers may be excluded from presenting            promotions in the venue while the period of exclusivity            persists. In various embodiments, the marketer with            exclusive rights may allow other marketers to present            promotions at his discretion. The marketer who allows other            marketers to present promotions may receive fees from the            other marketers.        -   In various embodiments, a marketer may pay extra for the            exclusive right to use a particular slot, medium, venue,            etc. For example, suppose the cost per square inch per            minute of promotional space on a mobile gaming device is            ordinarily 10 cents. If a marketer desires to purchase every            square inch of screen space on a mobile gaming device for an            hour, the marketer may pay 12 cents per square inch per            minute.        -   In various embodiments, a marketer may gain exclusive rights            to a particular slot, medium, venue, etc., with respect to a            group of marketers. The group of marketers may be a group of            competing marketers, for example. For example, a marketer            may gain the exclusive right to present promotions related            to airlines on a particular mobile gaming device. As another            example, a marketer may gain the exclusive right to present            promotions related to food during the hour of 12:00 pm to            1:00 pm on all mobile gaming devices within a casino. In            various embodiments, a marketer may pay extra for exclusive            rights to present a particular type of promotion, or for            rights to exclude a particular group of other marketers from            presenting promotions.    -   9.9. Where several advertisers want a slot, every time the slot        appears in a game one of the ads is selected at random. An        advertiser can pay more to have a greater probabilistic        weighting applied to his ad. For example, if four advertisers        pay 2, 5, 6 and 10 respectively, then their respective weights        can be 2/23, 5/23, 6/23 and 10/23. In various embodiments, a        marketer may pay for a chance or probability of having his        promotion presented. For example, a marketer may pay 5 cents and        thereby have a 50% chance of having his promotion presented in a        particular slot. In various embodiments, various marketers may        pay to have a promotion presented in the same slot. For each        marketer, a chance that the promotion will be presented in that        slot may be determined. For example, the chance that marketer        1's promotion will be presented may be determined to be 40%, the        chance that marketer 2's promotion will be presented may be        determined to be 20%, and the chance that marketer 32's        promotion will be presented may be determined to be 20%. The        chance that each marketer's promotion will be presented may be        based on the amounts paid by each marketer. In various        embodiments, the chance that a marketer's promotion will be        presented is set in proportion to the amount paid by the        marketer. Thus, if marketer 1 pays twice as does marketer 2 to        have his promotion presented in a particular slot, then the        chance that marketer 1's promotion will be presented may be set        twice as high as that of marketer 2.        -   In various embodiments, a slot may include a number of            presentation opportunities. For example, a slot may include            an opportunity to present a promotion to 100 people during a            particular five-minute time window. If multiple marketers            pay to have a promotion presented during the same slot, the            presentation opportunities may be divided among the            marketers. For example, one marketer may present his            promotion to 60 of the 100 people, while another marketer            may present his promotion to 40 of the 100 people. In            various embodiments, the number of presentation            opportunities given each marketer may be proportional to the            amount paid by the marketer. For example, if marketer 1 pays            $7, and marketer 2 pays $3, then marketer 1 may have his            promotion presented to 70 people while marketer 2 may have            his promotion presented to 30 people.        -   In various embodiments, a slot may include an opportunity to            present a promotion on (or in place of) a particular symbol            when the symbol arises in a game. As will be appreciated,            the symbol may arise multiple times over the course of            multiple games. If multiple marketers pay to have a            promotions presented in that slot, then one of the            marketers' promotions may be chosen at random each time            there is an opportunity arises (e.g., each time the symbol            arises in a game). The probability that a marketer's            promotion will be presented each time an opportunity arises            may be proportional to the amount paid by the marketer. In            various embodiments, the promotions presented may alternate            among all marketers who have paid to have promotions            presented in a particular slot. Marketers who have paid more            may have their promotions presented more frequently. For            example, suppose a first marketer has paid twice as much as            a second marketer to present promotions in a particular            slot. Then, for every three opportunities to present            promotions in that slot, the first marketer may be given the            first and third opportunities, while the second marketer may            be given the second opportunity.    -   9.10. There can also be a secondary market for ad space. The ad        space can be transferred, for example, with the central service        getting a small cut. In various embodiments, a marketer may        purchase slots, venues, etc. directly from the casino. In        various embodiments, a first marketer may purchase slots,        venues, etc. from another marketer or from any other third        party. In various embodiments, slots, venues, and other        promotional opportunities may be purchased and resold. A        secondary market may exist for promotional opportunities.        -   In various embodiments, the casino may run an exchange for            promotional opportunities. In various embodiments, the            exchange may be run by a third part. In various embodiments,            the exchange may have no individual governing authority. The            exchange may allow a marketer to post offers to sell            promotional opportunities. The exchange may allow a marketer            to post offers to buy promotional opportunities. Offers to            buy may include quantities and prices. For example, an offer            to buy may specify a number of people to which a promotion            will be presented as well as a price that will be paid for            the promotional opportunity. Likewise, an offer to buy may            specify a price and quantity as well. In various            embodiments, offers to buy and offers to sell may include            descriptions of the opportunity being bought or sold. A            description may include: (a) a number of people to which a            promotion will be presented; (b) a time of day during which            the promotion will be presented; (c) a number of mobile            gaming devices on which the promotion will be presented; (d)            the demographic of the people to whom the promotion will be            presented; (e) the amount of time that the promotion will            occupy (e.g., the promotion must be a 30-second spot) (f)            the form of the promotion (e.g., still image; e.g., video;            e.g., audio); (g) the amount of screen or display space the            promotion may occupy; (i) the game that the promotion will            accompany (e.g., the promotion will be made while players            play video poker; (j) the symbol that a promotion will            represent or replace (e.g., the promotion will represent a            jackpot symbol); and any other descriptors of promotions or            the circumstances under which promotions will be presented.        -   The description of the opportunity being bought or sold may            be provided by the casino. The casino may, in fact, be the            originator of the opportunity and so may possess a            description of the opportunity which it has come up with. In            various embodiments, each opportunity may receive a unique            identifier. For example, the opportunity to promote to 100            people between the ages of 55 and 65, each with incomes over            $100,000, between 11:00 am and 11:05 am in a 30-second video            spot taking up half of a screen may have a unique identifier            of 1112223453. In various embodiments, identical or fungible            opportunities may receive the same identifier. For example,            the opportunity to present to a first person from Tennessee            at 9:00 pm may be indistinguishable from the opportunity to            present to a second person from Tennessee at 9:00 pm. Thus            the two opportunities may have identical identifiers.        -   However, any opportunity which is different in some way may            receive a different identifier. Associated with each            identifier may be a description of the opportunity. A            marketer who is interested in purchasing a particular            opportunity, for example, may use the identifier associated            with the opportunity to access a description of the            opportunity. For example, the casino may store a database            containing descriptions of opportunities in association with            identifiers. If a marketer submits an identifier to the            database, the casino may retrieve the description and            present the description to the marketer. The description may            be presented to a marketer, e.g., on a Web interface to the            exchange.        -   In various embodiments, a quantity specified by a marketer            may refer to a number of a particular opportunity that is            associated with an identifier. For example, a marketer may            wish to purchase 100 of the opportunity with            identifier 1112223999. This may correspond to the            opportunity to present a still image to 100 people who are            in a particular restaurant at a casino between the hours of            12:00 pm and 2:00 pm on Sunday.        -   In various embodiments, an opportunity may include the            opportunity to present a 10-second video clip to a            particular individual sometime between 6:00 pm and 9:00 pm.            There may be 100 such opportunities available, meaning that            the same individual will have 100 10-second video clips            presented on his mobile gaming device between 6:00 pm and            9:00 pm. However, as the particular times that the video            clips are presented may be chosen at random, each individual            opportunity from among the 100 may be a priori            indistinguishable from each other opportunity. Therefore            each of the 100 opportunities may have the same identifier.            Thus, for example, a marketer may bid on 10 such            opportunities to present to the player. If the marketer            should find a seller to give him the 10 opportunities, the            marketer would have the ability to present 10 10-second            video clips to the person sometime between 6:00 pm and 9:00            pm.        -   In various embodiments, one purpose of the exchange may be            to match buyers and sellers of the same opportunity. If a            buyer bids a certain price for a certain quantity of a            particular opportunity, and a seller offers the same price            for the same quantity of the same particular opportunity,            the buyer and seller may be matched. A sale may take place.            The buyer may thus acquire the opportunities to present            promotions, and the seller may give up such opportunities.            In exchange, the seller may receive payment from the buyer            based on the bid and offer amounts. The casino, or other            authority in charge of the exchange may receive a            transaction fee for matching the buyer and seller. For            example, the casino may receive a transaction fee from            either the buyer, seller, or both. The fee may come from the            last of the buyer or seller to match the price of the other.            The fee may come from the first of the buyer and seller to            post the price at which the transaction took place. The fee            may take the form of a percentage of the sale price, and may            be deducted from the amount that the seller collects from            the buyer.        -   In various embodiments, a potential buyer may pay a fee just            for posting a bid. In various embodiments, a potential            seller may pay a fee just for posting an offer. In various            embodiments, participants in the exchange may pay a fixed            fee, a fixed fee per period of time, or a fixed fee per            transactions completed, in order to participate on the            exchange.        -   When an opportunity has come into the hands of a buyer, the            buyer's name or other identifying information may be stored            in association with the opportunity. Thus, the casino may            maintain a record of which marketers own which opportunities            for presenting promotions. When it comes time for presenting            promotions, the casino may allow the owners of the            promotional opportunities to present their promotions during            those times.        -   In various embodiments, an owner of a promotional            opportunity must submit a promotion to the casino within a            predetermined time of coming into possession of the            opportunity. For example, within 1 hour after buying a            promotional opportunity, a buyer may be required to submit            an advertisement to the casino. The casino may subsequently            approve the advertisement before it can be shown. In various            embodiments, an owner of a promotional opportunity must            submit a promotion to the casino within a predetermined            period of time of the promotion's showing, or first            potential showing. For example, suppose a promotion has a            10% chance of being shown as early as 8:00 pm. Then the            owner of the promotional opportunity may be required to            submit the promotion by 7:00 pm. If the promotion is not            submitted on time, the owner of the promotional opportunity            may lose the opportunity and may be unable to have his            promotion shown. In various embodiments, if an owner of an            opportunity does not submit his promotion in time, the            opportunity may return to the market, for potential            acquisition by a new owner.        -   In various embodiments, contingency opportunities for            presenting promotions may be sold. A contingency opportunity            may include ability of a second marketer to present a            promotion if a first marketer with priority over the second            marketer decides not to present a promotion. For example, a            first marketer may purchase the opportunity to present a            promotion to a particular person at a particular time. A            second marketer may purchase the opportunity to present to            the same person at the same time if the first marketer does            not.        -   In various embodiments, an identifier for an opportunity may            include a ticker symbol. The ticker symbol may be a compact            way of representing or identifying the opportunity. For            example, the ticker symbol may consist of four letters.        -   Futures        -   [Do futures make sense in this context? There is no cost of            carry. So a future is the same as the underlying in value at            least?]    -   9.11. By the presentation means (audio versus video). In various        embodiments, the price of a promotional opportunity may depend        on the type of signal used to broadcast the promotion. For        example, promotions that employ visual or light based        presentations may be priced differently than promotions that        employ audio or sound based presentations. A promotion that uses        video and audio may be priced differently than is a promotion        which uses only video. A promotion that uses video and audio may        be priced differently than is a promotion which uses only audio.        A promotion which uses vibrations or other touch stimuli may be        priced differently from a promotion that does not use touch        stimuli. A promotion that uses smell may be priced differently        from a promotion that does not use smell.

-   10. Criteria. The advertiser has certain types of criteria for what    type of ad space they want. Do they want a picture, a video? Do they    want high resolution or low resolution? Check on the available    content. Does the available content match the criteria for an ad? So    there is a process of discerning what type of ad space an advertiser    wants and matching the ad space to the available content.    Advertisers may prefer video, still image, audio, and/or any other    specific format for a promotion. Accordingly, advertisers may filter    out slot purchases and/or ad campaign purchases by the type of    device through which the promotion will be run so that only devices    that are suited for the type of promotion are used. For example, if    an audio only promotion is desired, an advertiser may not want to    purchase a campaign that includes a slot on a video monitor.    Accordingly, campaigns may be paired only with devices that match    the promotion media and/or advertisers may select devices by    filtering out those that are designed for certain media but not    other media.    -   10.1. Feedback/review process. The advertiser gets to see what        his ad will look like when actually shown. In some embodiments,        when an advertiser submits information about a promotion, the        advertiser may be given the opportunity to see an example of how        the promotion will look and/or sound. The example may include a        simulation of an image and or video displayed through a mobile        gaming device, on a monitor, on a ticker, on a kiosk, and so on.        The simulation may be presented through a computer interface        (e.g., a web interface, a flash interface, and so on). The        simulation may include elements form a simulated casino with the        promotion in effect (e.g., slot machines, tables and so on). In        some embodiments, audio may be played to simulate the promotion.        In some embodiments, advertisers may be able to move through a        simulated 3d environment to see and hear how a promotion may be        perceived at different locations within an environment.    -   10.2. A debugger for an active dynamic campaign. In some        embodiments, an advertising campaign may include a plurality of        different triggers for display of a promotion, rules for        determining what types of devices to display a promotion on, and        a casino or other public space may be filled with a plurality of        people engaging in a plurality of activities, so that the        execution of a promotion over the activities may result in a        complex number of rules being triggered and displays and sounds        be made that change nearly continuously. It may be beneficial to        an advertiser or administrator of an advertising system to be        able to simulate an advertising campaign being executed in a        public space with a simulated set of people moving interacting        in the simulated space in order to debug or otherwise appreciate        how the campaign might be executed. A simulation may include a        plurality of simulated people in a simulated public space. The        simulated people may have simulated demographics, engage in        simulated activities, engage in simulated games, and so on. The        simulation may include simulated devices that correspond to real        devices on which a promotion may be made (e.g., simulated mobile        gaming devices held by simulated people, simulated monitors        positioned where a real device might be positioned in a real        environment, simulated slot machines, and so on). The simulation        may display what devices are being used for what portion of a        promotion and why in some implementations. The simulation may        display rules or triggers being fired (e.g., a person wins and        is shown an ad) and/or other characteristics being used to        determine how the promotion would be made if the simulated        people were real people.

-   11. Data about players that is available for reference. In various    embodiments, a casino may store various data related to a player.    Data may be received in various ways. A player may provide data    about himself to the casino. For example, a player may provide data    when making a reservation or when signing up for a player tracking    card. The casino may receive data about a player when performing a    check on the player, such as when performing a check, on a player    prior to granting credit to the player. The casino may receive data    about a player by tracking its interaction with a player. For    example, through the player's interaction with the casino, the    casino may gather data about a player's wins and losses, recent    outcomes, and so on.    -   In various embodiments, data about a player may be used by        marketers to select a target audience for their promotions. For        example, a marketer may decide that he wishes to advertise only        to players with high skill levels at video poker. In various        embodiments, a marketer may select a target audience by        navigating through a series of menus. One menu may relate to        age. Using the menu, a marketer may select an age range for his        target audience. Another menu may relate to income. Using the        menu, the marketer may select an income range for his target        audience.    -   In various embodiments, having selected a target audience, a        marketer may indicate that he wishes his promotions to go to the        target audience. In various embodiments, having indicated a        target audience, the marketer may first view statistics        describing how many of his target audience are currently        available for viewing promotions. For example, the marketer may        view statistics describing how many of his target audience are        currently using mobile gaming devices. If the marketer is        satisfied with the number of his target audience that are        available, then the marketer may indicate he wishes his        promotion(s) shown to the target audience.    -   In various embodiments, one or more of the following types of        data may be available with respect to a player: (a) name; (b)        address; (c) gender; (d) date of birth; (e) data derived from        games the player has played; (f) a skill level of the player at        a game; (g) a skill level of the player at Blackjack; (h) a        skill level of the player at video poker; (i) transaction data        for the player; (j) an average deposit size for the player; (k)        a bet amount made by the player; (l) an average bet amount made        by the player; (m) a bet limit for the player (e.g., a maximum        amount that a player is allowed to bet per game; e.g., a maximum        total that a player is allowed to bet over a plurality of games,        such as over a session of games); (n) a bet limit for the player        that has been self-imposed by the player (e.g., a maximum amount        that a player is allowed to bet per game by request of the        player); (o) a loss limit for the player (e.g., a maximum amount        that a player is allowed to lose over some period of time,        beyond which the player will be prevented from further        gaming); (p) a deposit limit for the player (e.g., a maximum        amount that a player is allowed to deposit in a gaming machine;        e.g., a maximum amount of chips that a player is allowed to buy        at a gaming table).    -   In various embodiments, one or more of the following types of        data may be available with respect to a player: (a) residential        address; (b) residential address city; (c) residential address        country; (d) residential address preferred; (e) residential        address street; (f) residential address suburb; (g) residential        address zip; (h) postal address; (i) postal address city; (j)        postal address country; (k) postal address preferred; (l) postal        address street; (m) postal address suburb; (n) postal address        zip; (o) contact details; (p) email; (q) secondary email; (r)        fax number; (s) mobile (e.g., the phone number for the player's        mobile device); (t) pager (e.g., the contact number for the        players' pager); (u) preferred contact method; (v) business        number (e.g., the phone number for the player's business); (w)        home number (e.g., the phone number for the player's home); (x)        credit cards details; (y) personal details; (z) agent code; (aa)        date of birth; (bb) first name; (cc) last name; (dd) middle        name; (ee) national id; (ff) nationality (e.g., the player's        country of origin; e.g., the country in which the player has        citizenship); (gg) promotional code; (hh) sex; (ii) title; (jj)        authentication question and answers (e.g., questions about the        player's mother's maiden name and answers to such questions);        (kk) bank account details; (ll) bank name; (mm) bank_account_id;        (nn) branch_address; (oo) branch_code; (pp) branch_country; (qq)        account_name; and (rr) account_no.

-   12. Screening. Make sure there are no inappropriate promotions,    promotions which violate copyrights, etc. In some embodiments,    advertisers may submit promotions through a portal or otherwise.    Before those promotions are shown or otherwise transmitted to users    of a mobile gaming device, a processes of verifying that the    promotions adhere to a set of standards may be performed. The    process, for example, may search for vulgar, pornographic, indecent,    copyright infringing, or otherwise unwanted material. The process    may include human actions, computerized actions and/or other    actions. For example, a computer algorithm may search for certain    offensive words in a promotion, search for a color hue that    corresponds to human flesh colors, and so on. If such offensive    material is found, the promotion may be rejected, the promotion may    be sent for review by a human, and so on.    -   12.1. All promotions inspected by casino employees. In some        implementations, all promotion may be inspected for offensive        material by a casino employee or other person before the        promotions are run. If offensive material is found, the        promotion may be rejected, the advertiser may be notified to        correct the promotion, the employee may work with the advertiser        to remove the material, the material may be censored and the        promotion may run without the material, and so on.    -   12.2. Advertisers sign term sheets detailing the limitations a        promotions. In some embodiments, an advertiser may be asked to        sign a release or terms of service agreement before a promotion        is run. The agreement may include limitations about materials        that may be included in the promotion. Such limitations may vary        from location to location within a casino (e.g., bars areas may        allow some material that is not allowed in restaurants), from        time to time for when the promotion is to run (e.g., some        material may be allowed later in the night that is not allowed        during the day), and so on.        -   12.2.1. Penalties for violation In some embodiments, if an            advertiser violates the agreement, a penalty may be            assessed. The penalty may include removal of the promotion,            a fine, censorship of the material, banishment from the            advertising service, decreased priority for running            promotions, increased fees in the future, removal from            certain devices, and any so on.    -   12.3. Wait period between when promotions are submitted and when        they are approved. In some embodiments, after an advertiser        submits material for a promotion, there may be a waiting period        before that material may be used. The waiting period may be used        to verify that no offensive material is included in the        promotion. Accordingly, in a bidding process for a slot,        advertisers may submit material for approval before the end        point of the bidding process if the end point is near the time        of the slot so that there is little or no delay and the slot may        be utilized for the promotion. The wait period may be any amount        of time that may be used to verify a promotion (e.g., one day,        one hour, one minute). The waiting period may be a minimum time,        an actual time needed, a standard time, a random time, and so        on.

-   13. Allocation. Who do we present the advertisements to? How do we    allocate ads to the people viewing the ads? In some embodiments,    promotions may be presented to users of mobile gaming devices.    Promotions may also be presented to users of stationary gaming    devices that carry mobile gaming devices, or other mobile devices    that allow tracking (e.g., cell phones, PDAs, etc.) with them.    -   13.1. The ads can be based on the player. Promotions shown on a        mobile gaming device or on another device may based on        information about a single player or on information about a        plurality of players. For example, a promotion for Coke may be        shown to a player that has a known affinity to caffeinated        sugary beverages. Such a promotion may be shown on a mobile        gaming device directly to the player. As another example, if a        group of people with the same affinity are in an area, the        promotion for Coke may be shown to all of them through another        device, such as a monitor facing the group of people.        -   13.1.1. The ads can be based on the demographic of the            player. In some embodiments, the promotions shown to the            player or players may be based on demographic information            about he player or players. For example, some promotions may            be targeted to specific genders, ages, incomes, etc. Those            promotions may be shown to players that match some or all of            those criteria.    -   13.2. The ads can be selective to certain locations in the        world. In other words, the ads can be put only in certain        locations without trying to figure out necessarily who goes        there or not. In some embodiments, promotions may be placed in a        specific area of a world (e.g., a casino floor or a virtual        gaming world). The promotion may be placed there so that any        person passing may view the promotion.    -   13.3. The ads are based on how a game proceeds. An ad might come        up only on a winning hand. The ad can come up if the game is        simply likely to turn out a certain way (e.g., if the game is        likely to be a winning game) even if the game hasn't finished        yet. In some embodiments, the progress of a game being played on        a mobile gaming device may be monitored and that information may        be used to direct promotions. In some embodiments, the progress        of alive game m ay be monitored (e.g., by cameras, casino        personnel, etc.) and that information may be used to direct        promotions. Events related to a game may be used to influence        what promotions are shown to a player or players. For example, a        win in a game, a loss in a game, a win of a threshold amount        over one or more games, a loss of a threshold amount over one or        more games, a jackpot win, a particular hand in a card game        (e.g., black jack, royal flush, etc.), a chance of winning above        a threshold (e.g., a player is 70% likely to win the ongoing        game of blackjack), a particular card or symbol is played, and        any other events may trigger a promotion being shown to a player        or group of players. In some implementations, for example, good        events or wins may trigger promotions for spending money or        celebration, bad events or losses may trigger events for saving        money or free play.    -   13.4. A factor determining whether or which ad is played could        be a player's balance. If the balance increases over some period        of time, an ad can be shown. In some embodiments, a player's        balance of money may be a used to determine which promotions to        show the player. For example, if a player wins over time,        opportunities to spend the winnings may be shown. If a player        loses over time, opportunities to save money may be shown. Some        promotions may be shown only to players with balance over a        threshold amount. Such balance limitation may prevent promotions        for expensive luxury items from being shown to players that        could not afford those items.    -   13.5. Ads shown could correlate with the size of a progressive        jackpot. In some embodiments, a size of a progressive jackpot        may influence the promotions shown to players. The size may        influence, for example, promotions shown to people playing a        game related to the progressive jackpot, to players near a game        device that is related to the progressive jackpot, to players        that are choosing which game to play, and so on. As a jackpot        increases, promotions for more expensive and luxurious things        may be shown. Such promotions may have the effect of both        incentivizing players to play the game and to buy the item if        they win the jackpot.    -   13.6. A factor determining which ads are shown on the mobile        device is the location of the mobile device. In some        embodiments, promotions may be shown based on a location of a        mobile gaming device and/or player. For example, some promotions        may be shown in a particular casino or based on a player's        location within a casino. Each casino may have its own ad server        from which promotions are transmitted to devices. Ads may be        distributed from the central service to the ad servers at the        casino based e.g., on which casino the promotion is targeted to.

-   14. Downloading advertisements to the mobile device. It should be    recognized that material related to a promotion may be stored on a    mobile device and/or transmitted to a mobile device in any way.    -   14.1. Downloading ads when the mobile device is docked (e.g.,        for charging, e.g., for playing on the large screen). In some        embodiments, material (e.g., images, sound, video, etc.) related        to one or more promotions may be transferred to and/or stored on        a mobile gaming device when the mobile gaming device is docked        for charging. In some implementations, the mobile gaming device        may dock to a power and data transfer station that allows        recharging and transferring of data to and/or from the mobile        gaming device. A set of information about promotions that may be        used to display promotions for a period of time may be stored on        the mobile gaming device (e.g., transferred from a central        server) when the mobile gaming device docks. Accordingly, when        promotions are to be displayed, the data may already be stored        on the mobile gaming device. The docking may be performed, for        example, by a casino employee between uses by a customer, by a        customer between gaming sessions (e.g., at a docking station in        a hotel room), and so on.    -   14.2. Downloading on the fly (e.g., downloading wirelessly). In        some embodiments, material (e.g., images, sound, video, etc.)        related to one or more promotions may be transferred to and/or        stored on a mobile gaming device when the promotion is to be        displayed (e.g., streaming) or when it is determined that the        promotion is to be displayed soon. Such transferring of material        may take place wirelessly over a communication network        connecting the mobile gaming device to a content server.    -   14.3. Having a casino rep deliver a memory stick with more        advertisements on it. In some embodiments, material (e.g.,        images, sound, video, etc.) related to one or more promotions        may be transferred to and/or stored on a mobile gaming device by        a physical connection to a memory device (e.g., card, stick,        etc.). The memory device may be connected and/or delivered to        the device by a casino employee.

-   15. Report to advertisers after their ad has been shown In some    embodiments, a report regarding promotions shown to players may be    given to advertisers. The report may identify which promotions were    shown to which players, why the promotions were shown, an    effectiveness of the promotions, a charge for the promotions, and    any other information to information the advertisers about the    promotion. The report may provide advertisers with detailed    information regarding promotions, for how much money, to whom, in    which games, when, & in what context (possibly storing screen shots    or data that permits the screen image to be recreated). In some    implementations this information may be captured by a central server    that feeds promotion material to devices. In other implementations,    the mobile device may be operating independently of the central    server at times. The mobile device may record what promotions have    been shown and later report those to the central server.    -   In various embodiments, a mobile gaming device may inform the        casino server when a promotion has been presented. For example,        the mobile gaming device may inform the casino server of date        and time when a promotion was presented. The mobile gaming        device may further provide an identifier for the promotion. The        casino server may then bill the marketer who sent the promotion        for the presentation of the promotion. In various embodiments, a        mobile gaming device may transmit one or more of the following        pieces of information to the casino server: (a) the date of a        promotion's presentation; (b) the time of a promotion's        presentation; (c) an indication of which promotion was presented        (e.g., an identifier for a promotion; e.g., “The Ford        Promotion”); (d) a format in which a promotion was presented        (e.g., a promotion was presented only as a still image; e.g., a        promotion was presented in its abbreviated 3 second form; e.g.,        a promotion was presented in its full 20 second form; e.g., a        promotion was presented as audio only); (e) a sponsor of a        promotion; (f) a length of a promotion; (g) a game during which        a promotion was presented; (h) a location on a display screen        where a promotion was presented; (i) one or more outcomes which        occurred on the player's mobile gaming device preceding the        promotion (e.g., a promotion may cost a marketer more if the        promotion was made following a string of winning outcomes for        the player); (j) a player's reaction to a promotion (e.g., the        player wished to find out more information; e.g., the player was        bored with the promotion); (k) and any other pertinent        information.    -   In various embodiments, the casino server may include accounting        software. The software may track when promotions have been        presented, how much is owed to the casino based on such        presentations, how many remaining presentations of a promotion        must be made, how much has already been paid by a marketer, who        a promotion has been presented to, and any other information        related to a promotion, amounts    -   In various embodiments, a mobile gaming device may verify with        the casino server that a promotion should be presented before        actually presenting the promotion. For example, the mobile        gaming device may send an identifier associated with the        promotion to the casino server. The casino server may check a        record of promotions that had been transmitted to the mobile        gaming device. If the record does not contain the identifier        transmitted to the casino server by the mobile gaming device,        then the casino server may instruct the mobile gaming device not        to present the promotion that the mobile gaming device had        indicated.

-   16. What rewards can advertisers give? In some embodiments,    advertisers may provide players with rewards for viewing promotions,    and/or taking some action related to the promotions. For example, an    advertiser may provide a reward for viewing a sales pitch related to    a product, for purchasing a product, for clicking on a sponsored    link, and so on. The rewards may include rewards that change game    play, sponsored game play, physical objects, and so on.    -   16.1. Free symbols, such as wild cards. In some embodiments, an        advertiser may reward a player by changing a game to include a        new symbol (e.g., a new card, a new slot symbol, and so on). The        new symbol may have beneficial properties that increase payouts        or increase winning odds, for example. In some implementations,        the new symbols may include wild cards or wild symbols.    -   16.2. Extra pay-lines. In some embodiments, an advertiser may        reward a player by sponsoring or otherwise adding pay-lines to a        slot machine or hands to a card game. The added pay-lines may        act similar to normal pay-lines and/or have different rules or        payouts.    -   16.3. Moving your bet to a higher category (e.g., a 50-cent bet        becomes a 75-cent bet). In some embodiments, an advertiser may        reward a player by increasing a bet made by the player and/or        increasing a bet to a higher category of bets that might not be        available for an amount bet normally. For example, a 50 cent bet        may qualify for a first set of odds, and a 75 cent bet may        qualify for second set of odds. The advertiser may reward a        player by increasing the odds of a 50 cent bet to those of a 75        cent bet and/or by providing a supplemental 25 cents for such a        bet.    -   16.4. Free moves of a game piece. In some embodiments an        advertiser may reward a player by allowing the player to make a        move in a game that would not normally be allowed. For example,        a free move of a game piece that would normally require a        payment or a waiting period may be provided.    -   16.5. Give a better pay table (e.g., double jackpot payout,        higher payout percentage on slot machine). In some embodiments,        an advertiser may reward a player by improving terms of a game.        For example, the advertiser may increase odds or increase        payouts of a game.    -   16.6. Give a do over/mulligan (e.g., replace the last card drawn        with a new draw). In some embodiments, an advertiser may reward        a player by allowing a player to replay a game or a portion of a        game. The replay may include replaying with new game elements        (e.g., new cards in a deck) or replaying with the same game        elements. For example, a player may be able to replay an action        in a blackjack game that caused the player to bust. The player        may, for example be offered the option to receive a new card        and/or may be offered the option to take back the hit and choose        to stand.    -   16.7. Give advice on game play (e.g., “you should stand now”).        In some embodiments, an advertiser may reward a player by        offering the player advice on a game. The advice may include        advising the player how to play according to a desirable        strategy (e.g., basic strategy). The advice may be based on        knowledge that players do not have (e.g., knowledge of odds,        knowledge of upcoming cards in a deck, and so on).    -   16.8. Rewards particular to a mobile device. In some        embodiments, a reward may include customization or other addons        to a mobile device such as a cell phone or mobile gaming device.        The customization or addons may relate to the promotion (e.g.,        games branded with the promotion, etc.). In some embodiments, a        reward may include a free ring tone, software (e.g., games,        applications), free cell phone minutes, free music downloads,        free video downloads, and so on.

-   17. Public Service Games/Announcements. In some embodiments, a    device may offer a public service related game and/or display public    service announcements similar to the display of promotions. Rather    than advertisers, public organizations, such as police, the FBI, and    so on may submit material to be used for such announcements.    -   17.1. An “America's Most Wanted Slot Machine.” Real and current        criminals may be used in a slot machine game or card game.        Missing children or other people can be put on the reels of slot        machines or card games in other implementations. If a player        recognizes one, the player can contact the FBI (perhaps through        the slot machine, or perhaps through a separate channel). The        slot machine thereby provides a public service. The criminals        can be tailored to the locality. For example, people who are        wanted criminals in Tennessee can be put on the reels of slot        machines located in Tennessee. A player may be given a reward or        bonus if the player helps to capture a criminal or find a        missing person.    -   17.2. The gaming network could disseminate useful information        Information from civilian broadcasts (e.g., about disaster        alert, etc., weather, news items, casino images from a web cam,        and any other information may be distributed similar to        promotions discussed above.

-   18. Regulatory approval of advertisements. Game modifications    typically require approval by the regulators. In some embodiments,    each promotion may be separately approved by regulators for    inclusion in a game. In other embodiments, games may be designed so    that some or all promotions are run separately from the running of a    game (e.g., by a separate processor, by a separate processing    thread, and so on). Accordingly, regulatory approval of each new    promotion added may not need regulatory approval. In some    embodiments, promotional material may be preapproved for inclusion    in certain spots in a game or certain spots in a game may be    approved for use in promotions that meet certain criteria.    -   In various embodiments, a casino may seek regulatory approval to        feature or insert a promotion into a game. In various        embodiments, a casino may seek regulatory approval to feature or        insert a graphic associated with a promotion into a game. In        various embodiments, a casino may seek regulatory approval to        feature or insert any graphic into a game. The game may be a        game of chance played for money, such as a slot machine game or        video poker game. In various embodiments, a casino may receive        blanket approval to insert any one of several graphics, at the        casino's discretion, into a game. For example, the casino may        desire regulatory approval to insert any one of 50 different        graphics into a game. For example, the casino may desire        regulatory approval to insert any one of 50 graphics as a symbol        into a game. The graphics, or any data related to a promotion,        may be shown in advance to regulators. The regulators may        approve all the graphics, or other data, and may then allow the        casino to insert any one of such graphics, at its discretion,        into the game.    -   Terms of regulator approval for inserting a graphic into a game        may include any one or more of the following: (a) the presence        of a graphic has no effect on the game when compared to how the        game would be played if the graphic were not present; (b) the        presence of a graphic has no effect on the payout of the game        when compared to what the payout of the game would be if the        graphic were not present; (c) the graphic in no way indicates or        represents something that is not true (e.g., a graphic cannot        say “winner” if the graphic does not form part of a winning        outcome); (d) the graphic in no way indicates or represents        anything about the game itself (e.g., the graphic does not        suggest an amount of a payout, a winning or losing outcome, an        entry into a bonus round, etc. The graphic may simply convey a        message that is independent of the game play); (e) the graphic        is not offensive; (f) the graphic cannot be confused for another        graphic that is already part of the game; (g) the graphic cannot        be confused for a graphic that is part of any game (e.g., a        graphic of a down might be forbidden because it might be        confused with a joker symbol); (h) the graphic may not appeal to        children or minors (e.g., the graphic may not show toys or        brands which appeal to children); and so on. It will be        appreciated that the foregoing terms may apply to video,        cartoons, animation, audio, or any other information which may        be featured in a promotion.    -   Obtaining regulatory approval on the foregoing may allow a        casino to solicit promotions which may be obtained from        marketers and then which may incorporated into games. A new        promotion may be received and then incorporated without the        necessity of obtaining regulatory approval between the time the        promotion is received and the time the promotion is        incorporated. This may allow for marketers to enjoy a rapid        turnaround time between when promotions are submitted and when        the promotions are incorporated.

-   19. Ads appear on the mobile gaming device (or music player) and    disable all other functionality. In some embodiments gaming or menu    components may disappear or be disabled when a promotion is    displayed. The user may be forced to click on the promotion in order    to continue doing what he had been doing or wants to do. For    example, the user must click on the promotion to play games or to    access a menu where he can select music to listen to. The user may    thereby have his games sponsored by the advertiser. In turn, the    advertiser pays according to the number of clicks. For example, the    advertiser pays a fixed rate for 100 clicks, showing that the ad has    been viewed 100 times.

-   20. Choosing among multiple promotions to show. In some embodiments,    if multiple promotions may be shown, the one that shows a particular    product may be favored if that product's sponsor has paid more for    the privilege. In some implementations, the proportion of times a    promotion is shown may be related to the amount paid for the    promotion related to the amount other advertisers paid for their    promotions. For example, a slot machine may determine that a player    should win 10 coins. There may be two promotions that one could show    the player. One would include two “Ford” symbols. Another would    include two generic symbols, such as two “cherry” symbols. The more    Ford has paid, the more the former outcome might be shown. In other    words, the company that has paid more may have their symbols shown    more often.

-   21. Only display ads in the slot machine when there is a win. In    some embodiments, promotions may only be shown in a game after a    win. Limiting such promotions to a win may provide good will to the    advertisers associated with the promotions similar to a sponsorship    of the win.

-   22. Non-competition among promotions. In some embodiments, when one    advertiser has a sponsored outcome in a game (e.g., a Ford slot    symbol) that wins X for a player, the company may require or a    central server may ensure that no competitor has another outcome    that wins more than X for the player. For example, Toyota in the    above example may not be allowed to have a higher winning outcome    because that may make the Ford look bad. In some embodiments, a    determination of whether two advertisers are competitors may be    made. The determination may be made based on information submitted    by the advertisers (e.g., indications of competitors). In some    embodiments, if two advertisers are competitors only one promotion    may be shown, but if they are not competitors both promotions may be    shown.

-   23. Incentives based on where you are in the casino, particularly in    relation to where you are in relation to the gaming zone. In some    embodiments, promotions may be based on location of a mobile gaming    device within a casino. The location may include proximity to a    vendor, as discussed above. The location may also include location    with respect to the gaming area. The promotions may be targeted to    keep a player within a gaming area.    -   23.1. Types of incentives Promotions may include incentives to        play more games, such as sponsored play, new game types, rewards        from advertisers, as discussed above, and so on. Promotions may        include incentives to stay in an area (e.g., to talk to a        representative for a product you should stay where you are) to        walk through an area (e.g., go talk to a representative in the        middle of the gaming area or on the other side of the gaming        area, go to a store on the other side of the gaming area or away        from the cage, etc.).    -   23.2. Critical areas of the casino Promotions may be directed to        move players away from certain area or keep players in certain        areas of a casino.        -   23.2.1. The cage Players visit the cage to exchange chips or            other winnings for cash. As a player moves towards the cage,            promotions may be presented that incentive the player to            move away from the cage and/or continue gaming.        -   23.2.2. Edge of gaming zone. To leave a gaming area, players            must cross over an edge of the gaming area. As a player            moves to the edge of a gaming area, promotions that            incentivize the player to stay within the gaming area, move            away from the edge of the gaming area, and/or continue            gaming may be shown to the player.

-   24. Tracking the player's path. In some embodiments, a player's    players path may be tracked and or estimated. Promotions may be    presented based on a path (e.g., along a path, in order to alter a    path).    -   24.1. Obtaining the path data. Path data may be determined from        a change of a location of a mobile gaming device within a        casino. Path data may be estimated by extrapolating a past path        in a continuous direction, by analyzing historic path data of        people that have taken a current path of a player, and so on.    -   24.2. Correlating path data with other data. Path data may        correlate with other actions or preferences of a player. For        example, a player that moves towards a bar may likely desire a        drink, a player that moves towards a casino cage may want to        stop gambling, and so on. Such information may be used to direct        promotions to the player.        -   24.2.1. Put path data together with gaming data. E.g., has            person stopped gaming for the last five minutes, and now is            up and walking? In some embodiments, gaming activity and or            any other activity may be combined with path data to            determine what promotions to direct to a player. If a player            stops gambling after a period of gambling, for example, and            walks towards an edge of a gaming area, promotions to keep            the player in the gaming area and continue gaming may be            presented to the player. If a player wins a big win and            heads towards a shopping area, promotions for large luxury            items may be presented to the player.    -   24.3. Correlation in paths of separate people. Conclude they are        together. In some embodiments, a correlation in behavior among        multiple players may be determined (e.g., players walk together,        players arrive together, players sit at a table together,        players play a same game, they are at a plurality of same        locations, and so on). If player behavior correlates to a        threshold extent (e.g., they stay together for 10 minutes at a        bar, they play more than one game together, they walk around a        casino together, etc.) the players may be deemed to be part of a        party. Promotions may be directed to correlated players in a        coordinated fashion (e.g., similar promotions may be shown,        complimentary promotions may be shown, preferences of one player        may be attributed to another player, and so on). In some        embodiments a promotion related to a first player may be shown        to a second player if the two players are determined to be        related.        -   24.3.1. Build Relationship profiles based on correlations            and other information. In some embodiments, the amount and            type of correlation between activities and paths of people            may be used to develop profiles about he relationships of            those people. For example, if genders are known, we may be            able to estimate if two people are friends hanging out for a            night or a couple out for a date, etc. If two people are            staying in a hotel room, we may know the type of room and            number of rooms (e.g., one bed or two, one room or two) and            may use that to determine a relationship type (e.g., one bed            indicates a romantic relationship, two rooms indicates            friends). Also, a social network may be developed. For            example, if A and B correlate, Then B and C correlate. We            may determine that there is some link between A and C. Such            a link and information may be developed over multiple visits            by multiple people and may be used at any date to direct            promotions. So, for example, person A and B may enjoy one            type of entertainment and gaming one night, so that when            person A and C arrive together, similar preferences may be            attributed to person C.        -   24.3.2. Relative movement as trigger for promotions In some            embodiments, if two players are determined to be related in            some way, a relative movement of the two players may be used            to trigger promotions. For example, if two players move            closer together (e.g., based on the location of mobile            gaming device used by the players) a promotion related to a            group activity may be shown. As another example, if two            players move farther apart, a promotion related to            individual activities may be shown.    -   24.4. Feedback to player based on his path. In some embodiments,        feedback may be provided to a player to put a player on a path        associated with a promotion. For example, directions to get to        an area related to a promotion may be provided, audio feedback        may be provided telling a player if they are moving in the right        direction, visual data displaying arrows or other images        indicating a direction may be provided, and soon.    -   24.5. Estimating a path In some embodiments, a location of a        mobile device may be determined. A change in the location may be        determined. In some embodiments, a path along which a player        using the mobile device is likely to travel along may be        determined based on the location and the change in location. The        path may be an estimate of a path along which the player is        likely to travel in a predetermined period of time (e.g., within        the next minute, etc.). The path may be determined based on data        collected about the player's prior movements and/or data        collected about other players' prior movements. Historically        collected data may be used, for example, to determine that        players starting in a first location that make a move in a first        direction typically travel along the path. In some        implementations, demographic information may be used to more        accurately predict the path by limiting the sample of historic        paths to paths taken by players similar to the player.        -   24.5.1. Activating promotions along an estimated path In            some embodiments, promotions may be shown along an estimated            path (e.g., on one or more devices along the path). In some            embodiments, devices may be selected for showing a promotion            based on a direction the device faces. For example, a device            may be selected if the device faces along the path in the            direct of the player.    -   24.6. Putting physical ads, people, or other items along an        anticipated or well-traveled path. In some embodiments,        collected information about paths taken by players may be used        to determine typical paths taken by different players at        different times. Promotions may be placed along those paths in        anticipation of similar paths being used by similar people in        the future. For example, a path around a card game area may be        determined to be travelled by people between the age of 25 and        40 between 5 and 9 frequently, so promotions targeted at that        demographic group may e placed along the path.        -   24.6.1. Block off a path that typically means a player will            stop playing. In some embodiments, a correlation may be            determined between a path travelled and a player not            gambling anymore. In some implementations, such information            may be used to adjust paths so that the particular path is            blocked off or adjusted to direct players to a different            path (e.g., one not correlated with an end of gaming).

-   25. The player chooses a type of ad at the time when he checks out a    mobile device.    -   In various embodiments, a player may make one or more        designations at the time when he receives a mobile device. Such        designations may influence the promotions and advertisements        shown to the player. For example, such designations may        influence the types of companies that advertise to the player or        the types of products that are advertised to the player.    -   A player may receive a mobile device in a number of ways. In        various embodiments, a player may receive a mobile device at a        cage at a casino, at a vending machine, or at a front desk at a        casino hotel. In various embodiments, a player may receive a        mobile device from a casino representative. For example, a        player may be situated at a slot machine and wish to move around        the casino while continuing to engage in gaming. Accordingly,        the player may request that a casino representative provide the        player with mobile device for gaming. A player may also be in        possession of a mobile device of his own (e.g., the player may        be in possession of a personal cell phone). A player already in        possession of a mobile device may make one or more designations        pertaining to advertisements at the time he configures or        enables his mobile device for the purposes of gaming.    -   When receiving or configuring a mobile device, a player may make        a number of designations. The player may indicate: (a) a product        (e.g., Coke); (b) a category of products (e.g., soft drinks;        e.g., leisure cruises); (c) a brand; (d) a company; (e) a        manufacturer; (f) a purpose for a product (e.g., as a wedding        present; e.g., something to clean a bathroom); (g) a price range        (e.g., a price range for a product that the player may be        willing to buy; (h) a budget range (e.g., an amount the player        may have available to spend); (i) a desired sales representative        or type of sales representative that the player may be        interested in communicating with (e.g., a life insurance agent).        Such designations by the player may allow a marketer to        determine the desirability of sending advertisements or        promotions to a player. For example, if a player has designated        the product category of a particular marketer, then the marketer        may be more willing to pay to have the player view an        advertisement for the marketer's product. The designations may        also aid the casino in selling advertising space to marketers.        For example, the casino may be able to convince cruise lines to        advertise on the mobile devices of players if the casino can        show cruise line marketers that a number of such players are        interested in vacations on cruise lines.    -   When receiving or configuring a mobile device, a player may also        indicate characteristics about himself/herself. The player may        indicate an age, race, income level, place of residence, family        status, gender, political preference, occupation, or any other        piece of information. Such information may further aid marketers        in deciding which players to advertise to, how much to pay to        provide advertisements, and in deciding what advertisements to        send to one or more players.

-   26. Bonus round on a separate device In various embodiments, a    player may engage in part of a game on a mobile gaming device, and    part of the same game on another device. The other device may be a    gaming device that is not a mobile device. For example, the other    device may be a slot machine, video poker machine, video blackjack    machine, or the like. In some embodiments, the gaming device may    offer an experience to the player that is not available on the    mobile gaming device. Thus, it may be more exciting or otherwise    pleasing for the player to play a portion of a game on the other    gaming device rather than playing the entire game on the mobile    gaming device. In some embodiments, a player may reach a bonus round    of a game while playing on a mobile gaming device. The bonus round    of the game may feature random event embodied in a physical process.    For example, the bonus round may feature the spinning of a wheel.    While it is possible that the spinning of a wheel may be visually    simulated using a display screen of a mobile gaming device, for    example, it may be more exciting for a player if he actually sees a    physical wheel spin. Thus, a player may play out the bonus round    portion of his game using a gaming device that is not mobile. The    gaming device used for the bonus round may include a physical    spinning wheel. The wheel may spin to reveal the player's prize in    the bonus round.    -   In various embodiments, when a first portion of a game is played        on a mobile gaming device, and a second portion of a game is        played on another device, the outcome of the game may be        determined in several ways. The outcome of the game may be        determined solely based on random numbers or events generated by        the mobile gaming device. The outcome of the game may be        determined solely based on random numbers or events generated by        the other device (e.g., by a gaming device that is not mobile).        The outcome of the game may be determined solely by a third        device, such as by a casino server. The outcome of the game may        be determined based on random numbers or events generated by        both the mobile gaming device and the other device (e.g., the        gaming device that is not mobile). For example, entry into a        bonus round may be determined based on random numbers generated        on a mobile gaming device. The outcome of the bonus round may be        based on random numbers generated at the other device (e.g., at        the gaming device that is not mobile). The outcome of the game        may be determined based on random numbers or events generated at        the mobile gaming device and at the third device (e.g., the        casino server). The outcome of the game may be determined based        on random numbers or events generated at the other device (e.g.,        at the gaming device that is not mobile) and at the third device        (e.g., at the casino server). The outcome of the game may be        determined based on random numbers or events generated at the        mobile gaming device, at the other device (e.g., at the gaming        device that is not mobile), and at the third device (e.g., at        the casino server).

-   27. 100% Payback device In various embodiments, a game on a mobile    gaming device may have a house edge of 0%. In various embodiments, a    game on a mobile gaming device may have a negative house edge. As    will be appreciated, games with 0% house edge may fail to yield    profits for a casino. As will be appreciated, games with a negative    house edge may potentially cost a casino money. Thus, in various    embodiments, a casino may use revenue from presenting promotions in    order to supplement costs associated with games that have 0% or less    house edge.    -   In various embodiments, a casino may present enough promotions        on a mobile gaming device to create a desired positive house        edge when earnings from promotions are counted. For example, for        each $1 game played on a mobile gaming device, the mobile gaming        device may present 5 promotions. For example, the five        promotions may include five products which take the place of        symbols on simulated slot machine reels. For each promotion        presented, the marketer sponsoring the promotion may pay the        casino one cent. Thus, the casino may earn five cents from        marketers for each $1 game played. Even if the house edge on the        game itself is 0%, the casino may effectively maintain a 5%        house edge when earnings from promotions are taken into account.        In order to attain a desired effective house edge, a casino may        adjust the number of promotions presented per game played and/or        adjust the fees charged to marketers per promotion. For        instance, in the foregoing example, if the casino wished to        receive a 6% house edge, the casino may have caused the        presentation of 6 promotions per game rather than 5.    -   In various embodiments, a player of a game may be required to        view or otherwise peruse one or more promotions in order play        games with a zero or negative house edge. As a player views        promotions, a player may accumulate points, tokens, or other        scrip. The player may be required to accumulate a certain number        of points in order to play games with a zero or negative house        edge. As the player approaches a target number of points, the        house edge may get smaller and smaller, reaching zero when the        player achieves the target number of points. For example, a game        may conventionally have a house edge of 10%. However, when a        player has viewed half of the promotions required to play games        with a 0% house edge, the house edge may decline to 5%. In        various embodiments, as a player accumulates points, the player        may use such points to play a game with a 0% or negative house        edge. Once the player uses up points, the player may be required        to earn further points (e.g., by viewing more promotions) in        order to play further game with a 0% or negative house edge.    -   In various embodiments, a meter or other gauge may indicate a        player's progress towards being able to play games with a 0%        house edge. As a player views more promotions, for example, the        meter may more closely approach a target. When the target is        reached, the player may be able to play games with a 0% house        edge. In various embodiments, a player may be required to        continually, periodically, or sporadically view additional        promotions in order to maintain the privilege of playing games        with a 0% or negative house edge. If the player fails to view        promotions at the desired rate, the player may lose points        and/or the meter may move away from its target range. The player        may then be left to play games with a positive house edge until        such time as the player views additional promotions.

-   28. Providing Information and Encouraging Other Activity In various    embodiments, a mobile gaming device may display a promotion that    serves to encourage a player to play at a stationary gaming device.    For example, a player may be holding a mobile gaming device as he    walks through a casino. The mobile gaming device may start buzzing    and then display a message. The message may inform the player that a    stationary gaming device of a certain type is nearby. For example,    the message may read, “There is a great game called Jackpot Jungle”    to your right. It is very lucky today!”. In various embodiments, a    mobile gaming device may detect the presence of a nearby stationary    device, or vice versa. The mobile gaming device may then encourage    the player to visit the nearby stationary gaming device. There may    be any of a number of triggering conditions which trigger the    display of a message to a player encouraging the player to visit a    stationary gaming device. Triggering conditions may include the    following: (a) the stationary gaming device is within a predetermine    distance of the mobile gaming device; (b) the stationary gaming    device has a higher betting limit than the mobile gaming device; (c)    the stationary gaming device supports the same game that the player    has been playing on his mobile gaming device; (d) the stationary    gaming device supports the same game that the player had played in    the past; (e) the stationary gaming device supports a game on which    the player had experienced good results in the past (e.g., a game on    which the player had won more than $100 in the past); (f) the    stationary gaming device features a new game (e.g., a new game that    the casino wishes to test; e.g., a new game that a manufacture    wishes to test; e.g., a new game that the casino wishes to    popularize); and any other triggering conditions.    -   In various embodiments, a mobile gaming device, or any mobile        device, may serve as an information display or information        conduit for nearby objects, people, or other things or entities.        In various embodiments, a player may hold the mobile gaming        device close to a stationary gaming device in order to find out        information about the stationary gaming device. For example, a        player may hold up a mobile gaming device close to a stationary        gaming device in order to find out historical gaming results at        the stationary gaming device. Information that may be revealed        on a mobile gaming device about a stationary gaming device may        include the following: (a) the last outcome; (b) the last        payout; (c) the last 10 outcomes; (d) the last 10 payouts; (e)        the last X outcomes; (f) the last X payouts; (g) the last time a        bonus round was reached; (g) the net winnings of the prior        player at the stationary gaming device; (h) the gross winnings        of the prior player at the stationary gaming device; (i) the        amount won at the stationary gaming device in the last hour; (j)        the amount won at the stationary gaming device in the last X        period of time; (k) the last time a jackpot was won; (l) the        largest payout to be won in the last hour; (m) the identity of        any celebrity that has played at the stationary gaming device;        and any other information about the stationary gaming device.    -   In various embodiments, a mobile gaming device may reveal        information about a gaming table. The mobile gaming device may        reveal results or outcomes at the table. For example, the mobile        gaming device may display representations of cards that are        currently in play at the table. For example, the mobile gaming        device may display representations of the community cards that        are currently in play in a game of Texas Hold'em. In various        embodiments, a mobile gaming device may display representations        of current pot sizes or beta amounts at a table. The mobile        gaming device may display representations of hidden or secret        cards. For example, a mobile gaming device may show        representations of cards that a player holds in his hand, or        representations of cards yet to be deal. In various embodiments,        a mobile gaming device may show: (a) the identify of one or more        players at a table; (b) a gaming history of one or more players        at a table (e.g., the most recent outcome achieved by a player        at the table; e.g., the winnings for the player at the table in        the last hour); (c) the identify of the dealer at the table; (d)        the stakes at the table; (e) the betting limit at the table; (f)        the last X cards dealt at the table; (g) the manufacturer of the        table; (h) the availability of a seat at the table (e.g., the        mobile gaming device may show that there is one seat available        at the table; e.g., the mobile gaming device may show that there        are 3 people in line to sit at the table); (i) information about        a dealer at the table; (j) information about how much players        have won when playing with this dealer; and any other        information about the game at the table, the outcomes at the        table, the players at the table; and any other information about        the table.    -   In various embodiments, a mobile gaming device may display        information about a restaurant. The mobile gaming device may        display information including: (a) an indication of one or more        menu items that are in the restaurant; (b) an indication of        prices in the restaurant; (c) in indication of ratings or        reviews for the restaurant; (c) an indication of the available        seating in the restaurant; (d) information about a chef at a the        restaurant; (e) an indication of an expected wait time; (f) an        indication of an expected time to be served dinner; (g) an        indication of any special items being served; (h) an indication        of any promotion associated with the restaurant (e.g., a current        promotion may offer drinks at half price); and any other        information about the restaurant.    -   In various embodiments, a mobile gaming device may display        information about a store or other retail establishment. A        mobile gaming device may display information including: (a)        product listings; (b) product prices; (c) promotions (e.g., a        promotion may offer 50% on all items in the store); (d) product        reviews; (e) product sizes (e.g., sizes for clothes); (f) number        available of every product, and any other information about the        store.    -   In various embodiments, a mobile gaming device may have        different settings in terms of what types of information or how        much information it may reveal about a stationary gaming device,        about a person, or about any other entity. In various        embodiments, different settings may allow a player to view        information about different time periods. A first setting may        allow a player to view information from a particular time in the        past. A second setting may allow a player to view information        from another, more distant time in the past. For example, a        first setting may allow a player to view historical game        information about a stationary gaming device up to 10 minutes in        the past. In other words, the player may be able to see what        outcomes have occurred at the gaming device in the past ten        minutes. However, outcomes which had occurred at the gaming        device more than ten minutes ago may not be available for        viewing by the player. A second setting of a mobile gaming        device may allow a player to view historical gaming results from        a stationary gaming device up to one our in the past. In various        embodiments, a setting may determine the range over which a        mobile gaming device may display information about a stationary        gaming device or other person, object, or entity. At a first        setting, the mobile gaming device may be able to display        information about a stationary gaming device that is up to 10        feet away. At a second setting, the mobile gaming device may be        able to display information about a stationary gaming device        that is up to 50 feet away. If a player has a mobile gaming        device at the second setting, the player may be able to sweep        the mobile gaming device in an arc with his hand and to thereby        find out information about many different stationary gaming        devices without having to move his feet. In various embodiments,        settings may determine the type of stationary gaming device,        person, object, or other entity about which a mobile gaming        device may display information. For example, in a first setting,        a mobile gaming device may display information only about        stationary gaming devices that feature video poker. In a second        setting a mobile gaming device may display information only        about stationary gaming devices that feature slot machine games.    -   In various embodiments, prior to displaying information about a        stationary gaming device, person, or other object or entity, a        mobile gaming device must first detect the stationary gaming        device. Further, in various embodiments, it must be decided        which stationary gaming device among several proximate gaming        devices will be the one for which information will be displayed        on the mobile gaming device. For example, the mobile gaming        device may be proximate to several stationary gaming devices. It        must then be determined which of the several proximate        stationary devices will be the one for which information is        displayed on the mobile gaming device. In various embodiments, a        mobile gaming device will display information about the        stationary gaming device to which it is closest. In various        embodiments, a mobile gaming device will display information        about the stationary device to which it is most nearly being        pointed. For example, a mobile gaming device may have side or        face which may be assumed to constitute the front of the mobile        gaming device. When the front of the mobile gaming device is        facing or pointing towards a particular stationary gaming        device, then the mobile gaming device may display information        about the stationary gaming device. In various embodiments, a        mobile gaming device may display information about a stationary        gaming device which is facing in the direction of the mobile        gaming device. Thus, for example, the mobile gaming device may        display information about a first stationary gaming device that        is further away than is a second stationary gaming device if the        first stationary gaming devices faces in the direction of the        mobile gaming device and the second stationary gaming device        faces in a different direction.    -   In various embodiments, a player may pay to have particular        settings on his mobile gaming device, where such settings        determine the amount of information that may be displayed on the        mobile gaming device. For example, a player may pay $5 per day        for a first setting in which he can hold his mobile gaming        device up to a stationary gaming device and see the last 10        outcomes of the stationary gaming device displayed on his mobile        gaming device. The player may pay $10 per day for a second        setting in which he can hold his mobile gaming device up to a        stationary gaming device and see the last 100 outcomes of the        stationary gaming device displayed on his mobile gaming device.        In various embodiments, a mobile gaming device may receive        information such that it is capable of displaying the        information available for any possible setting. However, the        mobile gaming device may withhold information or not display        certain information that it has received based on its current        setting. For example, a mobile gaming device may be in a first        setting where it may only display the last 10 outcomes that have        occurred on a stationary gaming device. The stationary gaming        device may, in fact, communicate to the mobile gaming device the        last 100 outcomes that have occurred at the stationary gaming        device. However, the mobile gaming device may only display 10 of        those outcomes because of its current setting. Were the mobile        gaming device in a second setting, the mobile gaming device        might display all 100 of those outcomes. In various embodiments,        a mobile gaming device may request from a stationary gaming        device, from the casino server, or from any other source only        the information that it may communicate to a player based on the        current setting of the mobile gaming device.

-   29. Tailored Ads in Virtual Game Environments Various virtual game    environments, interactive environments, role-playing environments,    virtual worlds, virtual communities and other environments currently    exist or may exist in the future. Examples include Second Life,    EverQuest, World of Warcraft, and Guild Wars. Such environments may    include slots, mediums, or other opportunities to display    promotions, such as advertisements. The promotions may pertain to    the virtual world or to the real world. For example, the promotions    may be advertisements for products in the real world. For example, a    virtual world billboard may advertise a soft drink that is actually    sold and drunk in the real world.    -   In various embodiments, players or patrons of a virtual        environment may register or otherwise supply information about        themselves. For example, a player may provide a name and email        address when registering to play in a virtual gaming        environment. Other information about the player may be derived        in other ways. For example, information about the player may be        collected from his playing habits. For example, information        about the player may be collected detailing times of day when        the player is active in the virtual community. From such        information, for example, the player's sleeping hours and eating        hours may be deduced. In various embodiments, information about        a player may be derived from interacting with his computer. For        example, the interaction of the player's computer with the        server operating the virtual environment may provide information        about the player's physical location.    -   In various embodiments, information about a player or        participant in a virtual environment may be used in selecting        which promotions will be presented to the player. In various        embodiments, information about a player or participant in a        virtual environment may be used in conjunction with current        circumstances, such as time of day, in presenting promotions to        the player.    -   In various embodiments, a particular location in a virtual world        may display different promotions depending on which players are        currently viewing that location. For example, suppose a player        is driving on a road in a virtual world. The road may include a        billboard which displays advertisements to passing cars. The        player's real address may be on record with the server operating        the virtual world. The real address may be in West Virginia, for        example. Accordingly, the virtual world may present a promotion        on the billboard that relates to a business in West Virginia.        For example, the promotion may be an advertisement for a        take-out restaurant near to the player's house in West Virginia.        When a second player drives by the same billboard in the virtual        world, a different promotion may be displayed to the second        player. The different promotion may be a promotion that is        tailored to information about the second player, such as to the        second player's home address in the real world. In various        embodiments, two players may see the same virtual location, but        may see different promotions at the same location. Thus, it may        be as if the two players are in parallel virtual universes in        that they are in the same place at the same time, but see        different things. The promotions shown to the players may be        tailored to the players' respective information.    -   In various embodiments, promotions shown to a player may be        chosen (e.g., by the game server) based on the time of day. For        example, if it is local noon for a player in the real world, a        promotion may be shown for a fast food restaurant. If it is the        evening, a promotion may be shown for a prime-time TV show.

-   30. Pay a person to receive ads on his cell phone—In various    embodiments, a user of a mobile device, such as of a cell phone or    mobile gaming device, may be paid to receive promotions at his    mobile device. The person may receive payment from his wireless    carrier and/or from marketers. As payment, a person may receive    cash, discounts off a cell phone bill (e.g., the person may have his    cell phone bill reduced from $40 to $35), gift certificates (e.g.,    gift certificates for the products being promoted by a marketer    providing promotions to the person), and any other benefit. A person    may agree to have a certain quantity of promotions downloaded to his    mobile device. The quantity may include some quantity of playing    time. For example, the quantity may include 1 hour's worth of    promotions per month. The quantity may include some total number of    promotions (e.g., 20 promotions per month). The quantity may include    some total bit or byte quantity of promotions. For example, the    quantity may include 30 megabytes worth of promotions downloaded per    month. A person may receive differing payments or benefits depending    on the quantity of promotions downloaded. For example, a person who    has 20 minutes of promotions downloaded per week may receive a $10    benefit per month, while a person who has 10 minutes of promotions    downloaded per week may receive a $4 benefit per month.    -   In various embodiments, promotions downloaded may include ring        tones. One possible benefit of a ring tone is that it may be        heard not only by the owner of mobile device (e.g., a cell        phone), but it may also be heard by others in the vicinity of        the owner when the device rings. Thus, if the ring tone promotes        a particular product or service, the promotion may reach more        than just one person. In various embodiments, a person may be        paid or may receive a benefit for downloading a particular ring        tone. In various embodiments, a person may receive a benefit for        using a particular ring tone. For example, a cellular phone may        report to the wireless carrier (or to any other business or        authority) on the usage of a particular ring tone. A person may        be paid according to this reported usage. In various        embodiments, a person may be paid according to the number of        phone calls he receives and according to the number of times a        particular ring tone is thereby played. In various embodiments,        a person may be paid according to his or her location at the        time that a ring tone is played from his cellular phone. For        example, a person may be paid more if his ring tone goes off in        a crowded or frequently trafficked area than if the ring tone        goes off in an isolated area. In various embodiments, a person        may be paid according to the time of day that a ring tone goes        off. For example, a person may be paid more if a ring tone goes        off during a busy time of day (e.g., during a lunch hour) than        during a time of day when most people are at home or are at work        in a particular area.

-   31. Software which prevents or discourages the mobile device from    presenting unauthorized ads (or other things). In various    embodiments, a party that is not affiliated with the casino may    attempt to transmit data for a promotion to a mobile gaming device.    The party may wish to have a promotion presented on the mobile    gaming device. In doing so, however, the party may be circumventing    the casino, and may thereby be avoiding making payments to the    casino that are rightfully owed to the casino.    -   In various embodiments, a mobile gaming device may include        software to prevent the presentation of unauthorized promotions.    -   In various embodiments, data for an authorized promotion may        include a tag, label, or other associated data. The tag may be        an authorization code, for example. A mobile gaming device may        include software which can determine whether a tag is valid or        not. For example, a valid tag may include a digital signature        from the casino server. The mobile gaming device may include        software that can check whether the tag is a valid digital        signature of the casino server. In various embodiments, a        digital signature may incorporate data from a promotion. Thus,        another party may be unable to effectively take a digital        signature from an authorized promotion and move it to an        unauthorized promotion.    -   In various embodiments, data associated with a promotion may        include a time stamp. The time stamp may indicate, for example,        when a promotion was approved by the casino server or by some        other authoritative body. A mobile gaming device may include        software for determining whether a time stamp represents a time        in the recent past. If the time represented by a time stamp is        too far in the past, then the mobile gaming device may prevent        the promotion from being displayed. In various embodiments, a        promotion must be displayed within a certain amount of time of        receiving a time stamp. Thus, a party that attempts to intercept        an old time stamp, attach it to an unauthorized promotion, and        then display the promotion, may be foiled. In some embodiments,        a time stamp provided by an authorized body, such as by the        casino server, may incorporate the data of the promotion. Thus,        another party may be unable to take a time stamp associated with        one promotion and use it for another.    -   In various embodiments, data associated with a promotion may be        encrypted en route to a mobile gaming device. For example, the        casino server may use its private key to encrypt data associated        with a promotion. The mobile gaming device may then use the        casino server's public key to decrypt data associated with the        promotion, and to then present the unencrypted promotion. A        party that attempts to transmit an unauthorized promotion to a        mobile gaming device may not have access to the casino server's        private key. Therefore, the party may not be able to pass off        the unauthorized promotion as a legitimate promotion.    -   In various embodiments, a human screener may view a presentation        of a promotion before it is presented to a person via a mobile        gaming device. If the promotion does not meet certain criteria,        the human screener may prevent the promotion from being        presented. The human screener may flag the promotion, for        instance, with a tag that prevents the casino server from        transmitting the promotion to a mobile gaming device.

-   32. Player Reactions In various embodiments, a player may have the    opportunity to indicate a reaction to a promotion. The player may    indicate, for example, that he liked the promotion, that the    promotion was funny, that the promotion was relevant to him, that    the promotion was of the right length, that the promotion was of the    right volume, that the promotion was for a product or service about    which the player would like to learn more, and so on. The player may    rate the promotion using a numerical rating, for example. For    instance, the player may give the promotion a rating of 1 to 5 on a    scale of relevance. In various embodiments, a player may furnish a    negative reaction as well. A player may indicate that a promotion    was offensive, irrelevant, too long, too distracting, or in any    other way undesirable.    -   A player's reaction to a promotion may be forwarded by the        casino server to the marketer that originated the promotion. The        marketer may thereby have an opportunity to design a better        promotion. The player's reaction may also be used to build a        profile for the player. The profile may include a set of        preferences of the player. The profile may be used to determine        future promotions that should be presented to the player. A        player's reaction to a promotion may be used in preventing a        promotion from being presented to other players. A player may        flag a promotion as offensive or inappropriate, for example. The        casino server may then decide not to present the promotion any        further. In some embodiments, if a player flags a promotion, a        casino representative may view the promotion. The casino        representative may then decide whether or not to continue        presenting the promotion. In various embodiments, a promotion        may no longer be presented if it is flagged by a predetermined        number of players. For example, if three or more players tag a        promotion as inappropriate, the casino server may cease        presentation of the promotion. The casino server may halt the        presentation of a promotion by failing to transmit data for the        promotion to any further mobile gaming devices. The casino        server may halt the presentation of a promotion by sending a        signal to one or more mobile gaming devices with data describing        the promotion already stored locally on the mobile gaming        devices. The casino server may instruct the mobile gaming        devices not to present such promotions. The casino server may        instruct the mobile gaming devices to delete such promotions.

-   33. Prevent presentation of promotions that are confusing and look    like symbols; compliance of promotion with standards In various    embodiments, certain types of promotions may be barred from    presentation because of the possibility that the promotions would be    confusing or misleading. As an illustration, a promotion may be    presented in place of a symbol. If the promotion looks like a    jackpot symbol, then a player may believe he has won a large prize    when the promotion lines up with several real jackpot symbols. The    player would be sorely disappointed to find that he had not won as    much as he thought.    -   In various embodiments, the casino server may contain software        for analyzing images associated with promotions. The software        may use image recognition or image comparison algorithms to        ensure that images shown in promotions look sufficiently        distinct from images typically seen in a game. For example,        image processing algorithms may be used to determine a border        for a symbol. Image processing algorithms may similarly be used        to determine a border for a graphic in a promotion. The two        borders may be represented with looped black lines, for example.        The two borders may then be overlain on top of one another. If        the two borders fall within a predetermined distance of one        another (e.g., within three pixels) over their entire lengths,        then the borders may be construed to define similar shapes. The        promotion may be barred based on the fact that it contains a        graphic which is shaped similarly to a symbol. In various        embodiments, coincidence of both shape and color may be        sufficient reason to bar a promotional graphic. As will be        appreciated, many other algorithms may be used to perform image        recognition and/or image comparison.    -   In various embodiments, comparisons of promotional images with        images used in a game may be performed on a mobile gaming        device. For example, a mobile gaming device may store software        for performing image comparisons and/or image recognition. In        various embodiments, comparisons of promotional images with        images used in a game may be performed on a stationary gaming        device.    -   In various embodiments, promotions may be restricted such that        the promotions may be presented only with certain games. The        restrictions may be based on a comparison between images in a        promotion and between images in a game. If images in a promotion        look too similar to the images in a game, presentation of the        promotion may be unallowable in conjunction with a game.        However, if images in a promotion do not look too similar to        images in a game, then the presentation of the promotion may be        allowed in conjunction with a game. Thus, in various        embodiments, it may be permissible to present a given promotion        in conjunction with a first game, but not in conjunction with a        second game. For example, suppose a promotion comprises an image        that is presented on the reels of a slot machine game. The        promotion may be presented with a first slot machine game, but        not with a second slot machine game.    -   In various embodiments, it may be permissible to present a        promotion at a certain location on a display screen, but not at        another location. It may be impermissible to present a promotion        in a first location on a display screen if images in the        promotion might be confused with standard game elements or        images. For example, if an image in a promotion looks like a        symbol used in a game, it may be impermissible to present the        promotion within the game area (e.g., on the reel symbols; e.g.,        in an area where cards are typically dealt). However, it may        still be permissible to present the promotion in another area of        the screen. For example, it may still be permissible to present        the promotion to the right of the game area. As another example,        a promotion may include images which show numerals (e.g., “5%        APR on a new credit card!”). It may be impermissible to present        such a promotion in a location where numerals are typically        presented as part of a game. For example, a presenting a        promotion with images of numerals may be impermissible near an        area where a player's credit balance is typically displayed.        Thus, in various embodiments, software may compare images in        promotions to images typically seen at different areas of a        display screen. Image comparison algorithms may be used. If the        images of a promotion are too similar to those of standard game        elements in a particular area of a display screen, then it may        be made impermissible for the promotion to be presented in that        area. On the other hand, if there is not too much similarity        between the images in the promotion and between the images of        typical game elements in an area, then the promotion may be        presented in that area. In various embodiments, humans may        visually compare images, or may otherwise make a determination        as to whether it is permissible for a promotion to be displayed        in a particular area of a display screen. The foregoing may be        understood with respect to a mobile gaming device or to a gaming        device, in various embodiments.    -   In various embodiments, it may be permissible to present a        promotion at one time during a game, but not at another time.        For example, certain images associated with a game may typically        arise only during a single stage of the game. Such images may        not arise at other points in the game. Accordingly, the        presentation of promotions showing similarly looking images may        be permissible only during those stages when the game images are        not typically displayed. For example, a slot machine game may        include a bonus round. The bonus round may include images that        are not seen in the earlier stages of the game. Thus,        presentation of promotions which include images similar to those        shown in the bonus round may be impermissible during the bonus        round, but permissible during other stages of the game.    -   In various embodiments, certain colors may be impermissible in a        promotion. Such colors may be the same colors as symbols or        other game elements. In various embodiments, certain shapes may        be impermissible in a promotion. Such shapes may be shapes used        as symbols or other game elements. In various embodiments, a        list, table, or other indicator of prohibited shapes may be        published, posted, transmitted to marketers, or otherwise made        available.    -   In various embodiments, game developers may submit graphics or        indications of graphics used in their games. The game developers        may submit such graphics to a regulator, to a marketer, to a        casino server, or to another party. Graphics from different        games may be stored together or may be stored in association        with one another, such as being stored in a single database or        set of linked databases. Marketers may then refer to the        graphics in order to design promotions that have dissimilar        graphics. A regulator or casino server may similarly compare        game graphics to promotional graphics to ensure there is not a        conflict.    -   In various embodiments, a consulting company or other company        may have access to a database or other conglomeration of        graphics used in games. The company may help marketers design        promotions that do not use graphics too similar to those used in        games. In various embodiments, the consulting company may have        private access to the conglomeration of symbols, e.g., so game        developers do not have to share knowledge of graphics with        competing developers.    -   In various embodiments, humans may be used to compare graphics        used in promotions to graphics used in a game. In various        embodiments, a human tester may play a game that features        promotions. The human may later be asked whether they were ever        confused or mislead by a promotion. For example, the human may        ask whether they ever thought they had won something when they        did not. If the human reports that they were not confused, then        the promotions may be permitted as part of the game. In various        embodiments, a test may require a certain number of people to        report that they were not confused. For example, a test must        involve at least six people, and all must report that they were        not confused by a promotion.    -   In various embodiments, sounds associated with a promotion may        be compared to the sounds featured in a game. In various        embodiments, an algorithm may be used to compare the sounds of a        promotion with the sounds featured in a game. The algorithm may        compare tones, tempos, rhythms, musical keys, volume,        instrumental sounds (e.g., violin, e.g., piano), or any other        feature of sounds. In various embodiments, if the sounds of a        promotion are deemed to be too similar to sounds featured in a        game, presentation of the promotion may made impermissible in        the game. In various embodiments, if sounds in a promotion are        deemed to be too similar to those in a game, the promotion may        be presented, but without the sounds. For example, the promotion        may be presented using only graphics.    -   In various embodiments, humans may listen to sounds from a        promotion and from a game. The human may use his own judgment to        determine whether the sounds of the promotion might be confused        with the sounds of the game. In various embodiments, a group of        test subjects listens to both sounds. Only if none, or less than        a predetermined number of the test subjects says that the sounds        would not be confusing may the promotion be allowed for        presentation in the game. In various embodiments, one or more        test subjects is allowed to play a game in which a promotion was        presented. The test subjects are then asked whether they were        confused by the promotion, e.g., whether they at any time        thought that sounds from the promotion had something to do with        the game. Only if the subjects report no confusion may the        promotion be used in the game, in various embodiments.    -   In various embodiments, it may be impermissible to show faces in        promotions. In various embodiments, it may be impermissible to        show a face in a promotion without having received prior        approval from the face's owner. In various embodiments, software        or a human may analyze graphics associated with a promotion to        determine whether there are any faces in the promotion. For        example, face recognition algorithms may be used to detect faces        in promotions. In various embodiments, the use of certain        celebrity faces may be impermissible in promotions. For example,        the celebrities may have failed to supply permission for        appearing in promotions. Humans or algorithms, such as face        recognition algorithms, may be used to compare faces appearing        in promotions to known faces of celebrities so as to ensure that        the celebrities do not appear in the promotions.    -   In various embodiments, humans or software may be used to ensure        a promotion does not contain certain words. For example,        software may check for vulgar or obscene words.    -   In various embodiments, software may ensure that data for a        promotion is in a satisfactory format. For example, software may        check that data for an image meets certain dimensions or pixel        constraints. For example, the software may verify that image        data represents an image of exactly 100 pixels by 200 pixels. As        another example, software may verify that an image contains the        proper color encoding. For example, software may verify that an        image for a promotion uses eight bits to describe each of the        three primary colors. In various embodiments, software may        verify that data describing a promotion is not excessive. For        example, a promotion may be limited to 10 megabytes or to any        other limit.

-   34. Location limited ads In various embodiments the casino server    may transmit instructions to a mobile gaming device. The    instructions may tell the mobile gaming device to present a    promotion when, or only when the mobile gaming device is in a    particular area of a casino. For example, the casino server may    instruct the mobile gaming device to present a promotion only when    the mobile gaming device is within ten feet of a particular    restaurant. As another example, the casino server may instruct the    mobile gaming device to present a promotion only when the mobile    gaming device is in the swimming area of a casino.

-   35. Offering to transfer a player from a mobile gaming device to a    stationary gaming device In various embodiments, a player may be    involved in gaming on a mobile gaming device. The player may wish to    play the same game at a stationary gaming device. For example, the    stationary gaming device may afford the player a place to sit, may    feature a larger display screen, may feature improved sound, or may    have any other advantage or convenience. In various embodiments, the    casino server may offer the player the chance to transfer from    playing a game at a mobile gaming device to playing a game at a    stationary gaming device. The player may have the chance to transfer    to a stationary gaming device and pay the same game that he had been    playing at a mobile gaming device.

-   36. Product or Store placement on mobile device In some embodiments,    as a player moves near a product or a store, a image or video    associated with the product or store may be placed on the mobile    device. In some embodiments, the store and/or manufacturer may pay    for such placement each time it happens. In some embodiments, the    image or video may be part of a game, such as a symbol on a slot    machine. If the symbol comes up on the slot machine or other game, a    coupon for the product or store may be provided to the player. The    store or manufacturer may provide and/or pay for the coupon in some    implementations. The casino may pay for the coupon in other    implementations. In some embodiments, a mobile gaming device may    sense an RFIP tag on a product in a store and use the information    identifying the product to determine what promotion to show.

-   37. Preferences are triggered when you walk near a store that    carries the preferred items. In some embodiments, a player may    identify a set of preferences and or a set of player preferences may    be obtained (e.g., for a remote system such as Amazon.com,    Google.com, etc.). In one implementation, for example, an Amazon.com    wish list may be obtained by the mobile device. When the mobile    device is near an item from the wish list, a store related to an    item from the wish list, an item related to an item from the wish    list, etc. a promotion may be triggered on the mobile gaming device.

-   38. Derive Information from Game Play. In some embodiments,    information about a player may be derived from game play on a mobile    gaming device. For example, some demographic groups may exhibit    common game play patterns (e.g., high income players wager more,    older players play more slot games, etc.). An observed pattern of    game play may be used to place a player in an estimated demographic    group, which may be used to direct promotion to the player.

-   39. Sharing information with Advertisers. In some embodiments,    information obtained about a player (e.g., demographic information    entered by a player, identification information, preference data    obtained by observing behavior, and so on) may be shared and or sold    to advertisers.

-   40. Tracking activity not on a mobile device. Some modern casino    chips have RFID or other trackable components. Some modern casino    tables have the ability to track such chips as they are played. In    some embodiments, a mobile gaming device may communicate with such a    table to track the play of a player at a casino table. Accordingly,    mobile gaming devices may track which tables a player is playing at    and how the player is performing at the tables. Such information may    be used to direct promotions to the player as described herein.

-   41. Images of player. In some embodiments, an image of the player my    be captured with one or more cameras in a casino environment.    Location information from a mobile gaming device may be used to    identify the location of a player so that the cameras may target the    player. The image information may be used to direct advertising at    the player. For example, the image may be used to determine a    players mood, age, etc. In some embodiments, a image may be verified    through a reference image of the player, such as an image from a    drivers license or other ID used to check into a hotel room, etc.

-   42. ADS FROM THE INTERNET ARE DIVERTED TO A MOBILE GAMING DEVICE In    various embodiments, marketers, advertisers, or other parties    wishing to place advertisements may determine a particular group or    type of people who would make a desirable audience for an    advertisement. For example, a marketer of luxury cars may wish to    target advertisements to high income individuals, while a marketer    of chewing gum may wish to target advertisements to teenagers. An    advertiser on the Internet may choose to place banner ads or other    ads that will be shown in conjunction with published content, such    as with news articles, web logs (blogs), encyclopedia entries,    pictures, or other content. An advertiser on the Internet may choose    to place banner ads or other ads that will be shown in conjunction    with search results, such as in conjunction with the results of a    Google or Yahoo search.    -   In some embodiments, an advertiser, marketer, or other party may        decide to show ads on the Internet. The advertiser may designate        a target audience for one or more of the ads. The advertiser may        explicitly or implicitly designate the target audience. If the        designation is explicit, the advertiser may specify an age,        income level, home region, or any other demographic information        or any other information about a desired target audience. If the        designation is implicit, the advertiser may specify a particular        place, time, piece of content, or other circumstance under which        an ad will be shown. The circumstances specified by the marketer        may favor a particular target audience. For example, if the ad        is to be placed in an online game of combat, then the ad may be        most likely to be seen by males aged 15 to 35. Therefore, such        an audience may be implicitly targeted.    -   In various embodiments, a target demographic may be determined        for an advertiser, marketer, or other party who intends to place        ads on the Internet. For example, the advertiser may have        specified the target audience, or the advertiser may have        specified where his ads are to be placed, thereby allowing an        inference as to the advertiser's target audience. In various        embodiments, one or more players of mobile gaming devices may be        found at a casino such that the players are part of the target        demographic. The players may be found based on information        obtained about the players, such as based on information        provided by the players when registering at a casino hotel or        when signing up for a player tracking card. Once players have        been found who fall within a target demographic for an        advertiser, the ads of the advertiser may be shown to such        players. The ads may be shown to the players while the players        engage in play at a mobile gaming device. For example, ads may        be shown on the reels of slot machines in games played by the        players. In various embodiments, ads that were intended to be        shown in the Internet may instead by shown to players using        mobile gaming devices. The players may be of a demographic being        targeted by the ads.    -   The advertiser may originally submit ads to an advertising        network on the Internet. The advertising network may include a        business, Web site, exchange, or other entity that receives        advertisements and places (or “serves”) the advertisements with        appropriate publishers or content providers. Thus, the        advertising network may be a middleman between purchasers of        advertising space (e.g., advertisers) and sellers of advertising        space (e.g., content publishers). When ad advertiser submits ads        to an advertising network with a particular target audience        specified (e.g., with a particular demographic specified), the        ads may be diverted from the Internet to being used on gaming        devices, such as on mobile gaming devices. The ads may otherwise        receive similar treatment to what they would have received had        they been shown on the Internet. For example, if an advertiser        has purchased 1000 impressions on the Internet for his        advertisement, the advertisement may instead be shown 1000 times        to players of mobile gaming devices. If an advertiser has        purchased a large or prominent display area for his ad on the        Internet, the ad may instead be shown in a large or prominent        portion of a display screen of a mobile gaming device. In        various embodiments, an advertiser may be asked whether he        agrees to have his ads shown on a mobile gaming device. The        advertiser may agree or may decline and indicate that he wishes        for his ads to be shown only on the Internet.    -   In various embodiments, ad advertiser may visit an advertising        network or other place where he can buy advertising space. The        advertisers may find on the advertising network that one        category of available advertising space includes advertising        space on mobile gaming device. The advertiser may then have the        opportunity to purchase such space.

-   43. Follow a person with Ads In some embodiments, promotions    targeted at a single person may follow a persons movements through a    casino. For example, as a person moves along a path, devices along    the path may display promotions directed at the person. The    promotions may include personalized information, such as a name of    the person, his friends, his address, any information obtained about    his preferences or events he has been involved in, and so on. The    promotions may include audio directed at the person, such as a    reference to the person by name, a jingle, and so on.

-   44. Embodiments herein are combinable It should be recognized that    while some embodiments are described as separate embodiments, that    some or all embodiments and concepts described herein may be    combined in any way.

XII. More Embodiments

The following should be interpreted as embodiments, not as claims.

A. A method comprising:

receiving data based on which a first promotion associated with a firstadvertiser may be displayed on a mobile gaming device, in which the dataincludes a first set of criteria identifying when the first promotionshould be displayed;

receiving data based on which a second promotion associated with asecond advertiser may be displayed on the mobile gaming device, in whichthe data includes a second set of criteria identifying when the secondpromotion should be displayed;

identifying a set of criteria that occur on the mobile device, in whichthe set of criteria meet the first set of criteria and the second set ofcriteria;

determining if the first advertiser is a competitor of the secondadvertiser;

if the first advertiser is a competitor of the second advertiser,displaying only one of the first and the second promotions on the mobiledevice.

A.1. The method of claim A, further comprising:

if the first advertiser is not a competitor of the second advertiser,displaying both the first and the second promotions on the mobiledevice.

A.2. The method of claim A, in which the first and second set ofcriteria include at least one of: an event happening on the mobilegaming device, demographic information about a player of the mobilegaming device, and a location of the mobile gaming device.A.3. The method of claim A, further comprising receiving an indicationfrom the first advertiser that the second advertiser is a competitor.A.4. The method of claim A, further comprising receiving an indicationfrom the second advertiser that the first advertiser is a competitor.B. A method comprising:

receiving an indication of a location of a first mobile gaming devicethat is operated by a first player;

receiving an indication of a change in the location of the first mobilegaming device;

based on the location and the change in the location, identifying anpath for the first player, in which the path includes an estimated pathalong which the player may travel; and

transmitting data to a first device along the path, in which the datainstructs the device to display a promotion directed at the player.

B.1. The method of claim B, in which the estimated path includes adistance that the player is likely to travel within a predeterminedperiod of time.B.2. The method of claim B, in which identifying the path includesidentifying the path based on historical data of paths along which theplayer has traveled in the past.B.3. The method of claim B, in which identifying the path includesidentifying the path based on historical data of paths along which otherplayers have traveled in the past.B.4. The method of claim B, further comprising:

identifying a plurality of devices along the path;

identifying a direction in which each of the plurality of devices faces;

and selecting the device from the plurality device based, at least inpart, on the direction that the device faces.

B.4.1. The method of claim B.4, in which the direction that the devicefaces includes a direction that is along the path toward the player.B.5. The method of claim B, in which the device includes at least one ofa slot machine, a monitor, a kiosk, and a ticker.C. A method comprising:

receiving an indication of a plurality of locations of a first mobilegaming device that is operated by a first player;

receiving an indication of a plurality of locations of a second mobilegaming device that is operated by a second player;

determining if the first plurality of locations and the second pluralityof locations correlate;

if the first plurality and second plurality of locations correlate,determining that the first player and the second player are related; and

if the first player and the second player are determined to be related,directing a promotion to at least one of the first player and the secondplayer based on the relationship between the first player and the secondplayer.

C.1. The method of claim C, further comprising determining a type ofrelationship based on at least one of demographic information about atleast one of the first and the second player, and hotel accommodationinformation about at least one of the first and the second player; andin which directing the promotion includes directing the promotion basedon the type of relationship.C.2. The method of claim C, further comprising receiving an indicationof a movement of at least one of the first mobile gaming device and thesecond mobile gaming device, and in which directing the promotionincludes directing the promotion based on the movement.C.2.1. The method of claim C.2, in which the movement includes at leastone of a movement that brings the mobile gaming device closer together,and a movement that brings the mobile gaming device farther apart.C.3. The method of claim C.3, in which directing the promotion includesat least one directing the promotion to both the first and the secondplayer, directing the promotion to the first player, in which thepromotion is related to the second player, and directing the promotionto the second player, in which the promotion is related to the firstplayer.

1. (canceled)
 2. A method comprising: sending, by at least oneprocessor, location information of a device; receiving, by at least oneprocessor, data associated with a promotion displayable on a mobilegaming device, in response to sending the location information;identifying, by the at least one processor, a similarity metric betweenan image in the data associated with the promotion and an imageassociated with a game executable in the mobile gaming device;displaying, by the at least one processor, the game in a first area of ascreen of the mobile device; identifying, by the at least one processor,a second area of the screen, different from the first area, anddisplaying the promotion in the second area, in response to determiningthat the similarity metric meets a threshold; and displaying, by the atleast one processor, the promotion in the first area of the screen, inresponse to determining that the similarity metric does not meet thethreshold.
 3. The method of claim 2, in which identifying the similaritymetric comprises comparing, by the at least one processor, a border of afirst graphic within the image in the data associated with the promotionwith a second graphic within the image associated with the game.
 4. Themethod of claim 3, in which identifying the similarity metric furthercomprises measuring, by the at least one processor, a distance betweenthe border of the first graphic and the border of the second graphic. 5.The method of claim 3, further comprising formatting, by the at leastone processor, the data associated with the promotion such that thepromotion is displayable on the screen.
 6. The method of claim 3, inwhich identifying the similarity metric further comprises comparing, bythe at least one processor, colors in the image associated with thepromotion with those of the image associated with the game.
 7. Themethod of claim 3, in which identifying the similarity metric furthercomprises comparing, by the at least one processor, shapes in the imageassociated with the promotion with those of the image associated withthe game.
 8. The method of claim 3, further comprising identifying, bythe at least one processor, a sound similarity between sounds providedby the promotion with those of the game.
 9. An apparatus comprising: atleast one processor; and a memory, in which the memory storesinstructions which, when executed by the processor, direct the at leastone processor to: send location information of a device; receive dataassociated with a promotion displayable on a mobile gaming device, inresponse to sending the location information; identify a similaritymetric between an image in the data associated with the promotion and animage associated with a game executable in the mobile gaming device;display the game in a first area of a screen of the mobile device;identify a second area of the screen, different from the first area, anddisplaying the promotion in the second area, in response to determiningthat the similarity metric meets a threshold; and display the promotionin the first area of the screen, in response to determining that thesimilarity metric does not meet the threshold.
 10. The apparatus ofclaim 9, in which, to identify the similarity metric, the instructions,when executed, direct the at least one processor to compare a border ofa first graphic within the image in the data associated with thepromotion with a second graphic within the image associated with thegame.
 11. The apparatus of claim 10, in which the processor is furtherconfigured to measure a distance between the border of the first graphicand the border of the second graphic.
 12. The apparatus of claim 9, inwhich the processor is further configured to format the data associatedwith the promotion such that the promotion is displayable on the screen.13. The apparatus of claim 9 in which the processor is furtherconfigured to compare colors in the image associated with the promotionwith those of the image associated with the game.
 14. The apparatus ofclaim 9, in which the processor is further configured to compare shapesin the image associated with the promotion with those of the imageassociated with the game.
 15. The apparatus of claim 9, in which theprocessor is further configured to identify a sound similarity betweensounds provided by the promotion with those of the game.